I need a little help....
by Daniel Trigg · in Torque Game Engine · 11/17/2003 (8:56 am) · 1 replies
Hey all.. I am not sure if this is the right forum but since I am a bit of a torque n00b, I figured I'd start here..
I have been reviewing online docs for awhile and have a good starter 'feel' for the Torque engine.. I have compiled the demo in VC6 no prob and made a few minor changes, messing with the physics and terrain editor etc..
What I am looking for is a repository for the most 'up to date' information on torque.. I have spent about 20 hours reading through these forums and there is a great deal of information to sort through - much of it a little confusing for someone starting out!
Do any of you know of a forum or additional website that has current information on the various community add-ons for torque, tutorials on creating statis objects and importing them... and so on?
Of particular interest is the Terrain Manager add on that seems to be popular here. I know its part of Gorpe but i want to hold off importing something like that for now since I don't yet have a firm grasp of the BASIC engine..
Is Terrain Manager available as separate code with instructions as to how to integrate it into the FPS demp?
Also - I have about 1000 models I need to get into the engine. Half are creatures (that will likely need to be reanimated) and the other half are static objects like chairs, corpses hanging from iron maidens etc.. Is there a good tutorial on how to incorporate these into the engine as well? Any resources you can direct me towards would be helpful..
I have some experience at making online games and I know that its best to create and finalize your tools and strategy before starting.. this is the point I am at - determining exactly HOW I will do things so I can allocate resources, pick my goals and then begin to work towards them.
Finally - more of a cultural question - I see that many people offer 'Feature Packs' for torque.. They package up models etc. and release these for a fee. Is this the accepted means to share models and code within the torque community - or are we more of an 'open source' style group?
I'd have no problem sharing my models and code personally - but I don't want to piss off all those hardworking people that release feature packs if thats more in line withour culture!
I appreciate any feedback folks!
I have been reviewing online docs for awhile and have a good starter 'feel' for the Torque engine.. I have compiled the demo in VC6 no prob and made a few minor changes, messing with the physics and terrain editor etc..
What I am looking for is a repository for the most 'up to date' information on torque.. I have spent about 20 hours reading through these forums and there is a great deal of information to sort through - much of it a little confusing for someone starting out!
Do any of you know of a forum or additional website that has current information on the various community add-ons for torque, tutorials on creating statis objects and importing them... and so on?
Of particular interest is the Terrain Manager add on that seems to be popular here. I know its part of Gorpe but i want to hold off importing something like that for now since I don't yet have a firm grasp of the BASIC engine..
Is Terrain Manager available as separate code with instructions as to how to integrate it into the FPS demp?
Also - I have about 1000 models I need to get into the engine. Half are creatures (that will likely need to be reanimated) and the other half are static objects like chairs, corpses hanging from iron maidens etc.. Is there a good tutorial on how to incorporate these into the engine as well? Any resources you can direct me towards would be helpful..
I have some experience at making online games and I know that its best to create and finalize your tools and strategy before starting.. this is the point I am at - determining exactly HOW I will do things so I can allocate resources, pick my goals and then begin to work towards them.
Finally - more of a cultural question - I see that many people offer 'Feature Packs' for torque.. They package up models etc. and release these for a fee. Is this the accepted means to share models and code within the torque community - or are we more of an 'open source' style group?
I'd have no problem sharing my models and code personally - but I don't want to piss off all those hardworking people that release feature packs if thats more in line withour culture!
I appreciate any feedback folks!
About the author
Associate Kyle Carter
As far as the content packs go, you're entirely welcome to release content for free. BraveTree I know does it to supplement their income, not to acheive a strangehold on the modelling market. The guys at BT are very talented, and I think that their work is well worth the money.
If you feel like sharing code and models, more power to you. There will be a lot of appreciative people out in the community. On the other hand, if you'd rather sell your stuff, there's a place for that, too, though of course the entry bar is as bit higher there.