TGEA Alpha starter.kits
by Alienforce · 02/05/2007 (4:20 pm) · 98 comments

Hi All,
I have done a "alpha" port of Starter.Fps and Starter.Racing from TGE 1.4.2 to TGEA ms4.2
This is plain port without any TGEA eyecandy features but i think it can be a good starting template
anyways i thought i should share it and please post any issues you might find in the download thread and
i will look into it.

Download
About the author
#42
04/02/2007 (8:27 am)
Dude you rule!
#43
I am thinking of creating a game that requires features from the RTS Starter kit with the latest TGEA. However, the RTS Starter kit is based on TGE 1.3. There are many changes in TGEA since 1.3.
Shouldn't the RTS starter kit be constantly updated to the latest version so that whoever buys it can get started immediately, instead of trying to manipulate the engine code.
I see that there is an alpha port of the RTS starter kit to TGEA from earlier posts. Wonder when will it be ready and how can I get it? Thanks.
04/07/2007 (8:57 pm)
Hi guysI am thinking of creating a game that requires features from the RTS Starter kit with the latest TGEA. However, the RTS Starter kit is based on TGE 1.3. There are many changes in TGEA since 1.3.
Shouldn't the RTS starter kit be constantly updated to the latest version so that whoever buys it can get started immediately, instead of trying to manipulate the engine code.
I see that there is an alpha port of the RTS starter kit to TGEA from earlier posts. Wonder when will it be ready and how can I get it? Thanks.
#44

04/07/2007 (9:03 pm)
IIRC RTS Starter Kit is no longer supported and will get no more official updates. It's also worth pointing out that it was made for TGE 1.3, not TGEA. Best news I can give unfortunately.
#45
04/13/2007 (8:42 pm)
any update on that port?
#46
04/14/2007 (1:08 pm)
After the weekend :) Sorry for the delay.
#47
04/16/2007 (4:40 am)
James, if you are still getting a white space orc after replacing the contents of the player folder with the contents of the space orc folder, then you will need to change all references to "SpaceOrc" with "player" in materials.cs (which is in the player folder). This will enable the space orc materials to be found
#48
04/17/2007 (7:08 am)
ok cool thanx
#49
05/01/2007 (7:20 pm)
any news?
#50
My intention is to release the starter.kits in a couple of days.
05/03/2007 (6:56 am)
RTS conversion to TGEA takes longer time then i expected :/My intention is to release the starter.kits in a couple of days.
#51
05/03/2007 (3:44 pm)
cool I will keep an eye out.
#52
All based on latest version of TGEA.
Stay tuned for more info.
05/19/2007 (10:28 am)
New release (TGEA Starter.Kits RC1) + Bonus will be online 25 May.All based on latest version of TGEA.
Stay tuned for more info.
#53
05/19/2007 (11:17 am)
Great !
#54
05/19/2007 (5:51 pm)
I tried to switch on bloom as mentioned above, but I don't see it and a lot of the check boxes are half-checked. Games with bloom (commercial) do show bloom on my video card, so what else could be the problem?
#55
I am holding back the releases until 30 May to sort out some bugs and issues.
(Like and Andys problem) Sorry for the delay but i really want to make 100% working.
05/25/2007 (3:32 am)
Update:I am holding back the releases until 30 May to sort out some bugs and issues.
(Like and Andys problem) Sorry for the delay but i really want to make 100% working.
#56
06/01/2007 (12:23 am)
Waiting for new release...
#57
www.garagegames.com/mg/forums/result.thread.php?qt=62018
and the patchy terrain...
www.garagegames.com/mg/forums/result.thread.php?qt=62019
06/01/2007 (3:33 am)
@Alienforce - I fixed the bloom ...www.garagegames.com/mg/forums/result.thread.php?qt=62018
and the patchy terrain...
www.garagegames.com/mg/forums/result.thread.php?qt=62019
#58
Thanks all for your patience.
06/01/2007 (9:42 am)
Release will be up this weekend. Have been doing business abroad and have had no time to finalize the kits.Thanks all for your patience.
#59
let me know what you think....
06/03/2007 (6:04 am)
I have added some eyecandy, I'm working on a tutorial.let me know what you think....
#60
06/03/2007 (9:19 am)
looks lke there is some kinda bump mapping on the stone wals and the ceiling but it looks very flat. Still better than what was already there I guess. have you tried the parallax or reliefe shaders for those? 
Torque Owner Alienforce
DLN
Sure James i can do a port of it :)
I will post some updates/progress reports later on this week.