Another Noob here
by Krane · in General Discussion · 06/12/2004 (11:40 am) · 10 replies
Hi all,
I'm completly noob in this area (I've made some maps for Q3) and would like to know a few things:
1) Is it possible to produce a small exe file using the demo engine? I'd like to test the whole process and learn a few things during this.
2) What kind of things I can change using the editor?
Thanks in advance and sorry for the noob questions!
I'm completly noob in this area (I've made some maps for Q3) and would like to know a few things:
1) Is it possible to produce a small exe file using the demo engine? I'd like to test the whole process and learn a few things during this.
2) What kind of things I can change using the editor?
Thanks in advance and sorry for the noob questions!
#2
Can I use Milkshape for modelling? And, if yes, what type of models the demo supports? Do Milshape have the necessary export plugin?
06/12/2004 (1:30 pm)
Thanks Westy!Can I use Milkshape for modelling? And, if yes, what type of models the demo supports? Do Milshape have the necessary export plugin?
#3
06/12/2004 (2:51 pm)
Yup, you sure can use milkshape, you'll need the dts exporter plugin, do a forum search for it, should be around here somewhere
#4
Another question:
Do Torque have some kind of "fixed tree" for the bones? Ex: In MOHAA, you cannot just simply make your model using any bones (joints), you'll need to obey the "bone arquitecture" of the engine (hope this explains better...). How Torque handles bones (joints)?
06/12/2004 (3:23 pm)
Thanks Eric!Another question:
Do Torque have some kind of "fixed tree" for the bones? Ex: In MOHAA, you cannot just simply make your model using any bones (joints), you'll need to obey the "bone arquitecture" of the engine (hope this explains better...). How Torque handles bones (joints)?
#5
I would suggest that you look at the example files brought with the demo, and read some of the modelling documentation.. I think you'll feel alot familiar from other games if you've done it before :)
As far as I know, you use IK to place joints (or dummies? bah)
06/12/2004 (3:57 pm)
That should be in another thread Krane.. I would suggest that you look at the example files brought with the demo, and read some of the modelling documentation.. I think you'll feel alot familiar from other games if you've done it before :)
As far as I know, you use IK to place joints (or dummies? bah)
#6
06/12/2004 (4:43 pm)
The answer is no, torque does not have a fixed tree for bones. I've done everything from quadraped dragons with wings, to spider robots to human skeletons, anythings possible :D (although it might take a little elbow grease to learn how ;) )
#7
Sorry Stefan, you're right, it suppose to be in another thread...
06/12/2004 (5:07 pm)
Thanks guys!Sorry Stefan, you're right, it suppose to be in another thread...
#9
06/12/2004 (5:51 pm)
Id recommend that book if your going to be working with TGE.
#10
After 30 min fighting w/ the d** Amazon, I had to start an account just to buy 1 single book...I just ordered it.
These accounts are are the worst thing on the internet, they even asked for my phone number...
06/12/2004 (8:50 pm)
Thanks guys!After 30 min fighting w/ the d** Amazon, I had to start an account just to buy 1 single book...I just ordered it.
These accounts are are the worst thing on the internet, they even asked for my phone number...
Torque Owner Westy
1)The demo has no engine source, so you cannot compile your own exe. However TGE demo/Realm Wars has .cs scripts available to play with.
2)Editor allows you to modify things contained in a missions.
e.g.
Terrain
Sky
Water
Interiors (scale, position , rotation)
3D Models(scale, position, rotation)
You can create your own models and inteiors and export to be inserted into the demo.