Workflow on MAC
by Sascha Tausend · in Torque Game Engine · 08/20/2004 (9:24 am) · 5 replies
I am interested in how other mac users develop with TGE. So far i have had mixed results:
engine compiles and runs fine (slight sound problems but fixed them)
Blender -> export dts works fine
Radiant -> installed and running, but how to setup for TGE?
Radiant -> loading existing map files (starter.fps) is not working
map2dif -> trying to compile it on mac next.
Please let me know how you work. I don't really like to buy a pc to actually use TGE.
Sascha
engine compiles and runs fine (slight sound problems but fixed them)
Blender -> export dts works fine
Radiant -> installed and running, but how to setup for TGE?
Radiant -> loading existing map files (starter.fps) is not working
map2dif -> trying to compile it on mac next.
Please let me know how you work. I don't really like to buy a pc to actually use TGE.
Sascha
#2
I assume that i even need some tools to create wad files and all that comes with using a map tool. This is a nightmare, i think i rather write map files in a text editor than going thru with this ;)
So far i have the feeling that altho the engine compiles and runs on the mac, there is no way to really setup a development environment.
I hope there is someone out there who will tell me sonething different.
sascha
08/20/2004 (9:59 am)
If i do buy a pc, do i need a compiler to compile map2dif or anything else from the tools? Just wondering, cause if i spend money buying Visual C, i might move development entirely to the pc if i spend 90% of the time on it anyways.I assume that i even need some tools to create wad files and all that comes with using a map tool. This is a nightmare, i think i rather write map files in a text editor than going thru with this ;)
So far i have the feeling that altho the engine compiles and runs on the mac, there is no way to really setup a development environment.
I hope there is someone out there who will tell me sonething different.
sascha
#3
Currently, there isn't an start-to-end toolchain for developing interiors on the Mac. You *can* develop everything else on the Mac though =)
08/20/2004 (10:18 am)
You can get pre-compiled tools for PC (just ping me if you need).Currently, there isn't an start-to-end toolchain for developing interiors on the Mac. You *can* develop everything else on the Mac though =)
#4
Just so you know, Paul Scott checked in a patch that I think will get map2dif compiling on the Mac (not that there's any good Mac tools for building .maps). Just letting you know that you probably don't need to burn time there. :) I should get his patch checked in next week.
08/21/2004 (10:06 am)
Sascha,Just so you know, Paul Scott checked in a patch that I think will get map2dif compiling on the Mac (not that there's any good Mac tools for building .maps). Just letting you know that you probably don't need to burn time there. :) I should get his patch checked in next week.
#5
Sascha
08/23/2004 (5:53 am)
Thanks Josh, we decided to setup a small network in my house with a pc from one of the artists. This will give us the posibility to compile on both pc and mac and transfer maps etc.Sascha
Torque Owner Nicolas Quijano
In other words, it's not really free as in liberty, only open source as in the code is publically available.
I haven't touched Radiant in ages (i'm not a modeller ;)), but if there is half life support, use that.
Renenber, you're on your own, and you can't legally use the resulting assets in a shareware or commercial game.
Lest you think it's not possible to distinguish between assets made in Quark, Hammer or Radiant, think again :)