Porting from TGE to TSE when the time comes....
by Brandon Pollet · in Torque Game Engine · 09/11/2004 (2:21 pm) · 11 replies
I was just wondering how easy it is going to be to move game assets from a TGE based game to TSE? Is it mostly just textures that are going to change or what? Should I be developing my levels, models, textures in a certian way to ease the transition?
About the author
Brandon earned a Master's of Science in Computer Science from the University of Tulsa in 2005 before they asked him to leave. Since then he has worked in web development and mobile development all while honing his game design/programming skills.
#2
09/11/2004 (8:31 pm)
Matt Fairfax just ported Boomball over from TGE to TSE in a day.
#3
09/11/2004 (10:02 pm)
That's awesome, I am planning on getting TSE soon but it's nice to know anything I create before that won't be for nothing. Thanks.
#4
need so help in porting the starter.fps example tp TSE, followed the existing resource but it's still crashing. is there a working port?
09/12/2004 (11:10 am)
Hi,need so help in porting the starter.fps example tp TSE, followed the existing resource but it's still crashing. is there a working port?
#5
09/12/2004 (9:28 pm)
Keep in mind though that BoomBall is pretty close to stock TGE ;) I was also pretty lucky in which things have been ported from TGE to TSE by GG =) So far I have found TSE pretty easy to work with.
#6
Porting to TSE is actually pretty easy if your familiar with what your doing in Torque, as Matt overwhelmingly showed us in one day.
I'm porting over some of my content pack for kicks while I wait for launch and it's really easy!
09/12/2004 (9:34 pm)
Boomball is really sweet in TSE.Porting to TSE is actually pretty easy if your familiar with what your doing in Torque, as Matt overwhelmingly showed us in one day.
I'm porting over some of my content pack for kicks while I wait for launch and it's really easy!
#7
09/14/2004 (12:26 pm)
Is it possible to run any of the TGE examples (eg the racing stater kit ) in TSE Demo ?
#8
Perhaps I'm missing a key argument against backwards compatibility for TSE. Does anyone know the story?
-Raystonn
09/14/2004 (12:29 pm)
Not last time I checked, no. For some reason they decided against backwards compatibility with existing resources. If would have been nice to have been able to move to TSE with no troubles and then start adding new resources and code to make use of the new features, such as shaders.Perhaps I'm missing a key argument against backwards compatibility for TSE. Does anyone know the story?
-Raystonn
#9
A bug or something however... Currently tse only allows one instance of each interior to be loaded. This will be fixed whenever it fits in the schedule. I also added normal maps to most of the stock tge textures, so stronghold is pretty damn sweet looking. The parts that will load that is :)
09/14/2004 (1:47 pm)
All you have to do is recompile the interiors with the new map2dif. Its not a big deal. I ported all of starter.fps scripts over, and overall everything works the same as it does in tge.A bug or something however... Currently tse only allows one instance of each interior to be loaded. This will be fixed whenever it fits in the schedule. I also added normal maps to most of the stock tge textures, so stronghold is pretty damn sweet looking. The parts that will load that is :)
#10
09/14/2004 (1:49 pm)
Are you working with the full source or demo verson of TSE ?
#11
We will bring TSE up to (mostly) full compatibility with Torque, but right now we're working on more important things, like making it not use up all your RAM, or run fast, or simply render certain classes of effects. Things like the sample apps aren't as high a priority as having TSE's new graphics function properly.
09/14/2004 (10:36 pm)
Full source, I imagine.We will bring TSE up to (mostly) full compatibility with Torque, but right now we're working on more important things, like making it not use up all your RAM, or run fast, or simply render certain classes of effects. Things like the sample apps aren't as high a priority as having TSE's new graphics function properly.
Associate Anthony Rosenbaum