Disabling in-game editing and High level view of TGE
by Steve Jones · in Torque Game Engine · 03/06/2005 (4:46 pm) · 3 replies
Ok, so I'm new and this is probably a "too soon" question but here it is anyway. :D
After developing a game using Torque can you and basically (point to a resource article is fine) how do you disable the in-game editing features? I would assume you wouldn't want somebody to be able to change things.
Also, I have been doing my best to read as much as I can but I still think I need the mile high view of this whole engine. Oh, I see that there are plenty of individual articles and tutorials regarding doing a very specific thing but I'm missing the big picture. The general "diagram" of how all the pieces (scripts, c++ code engine, types of different scripts like gui, game play, etc) fit in to the architecture. I asked a similar question before and I was directed to the Hall of Worlds basic documents but I found that the immediately launch in to the how-to discussions without talking about the various pieces. Also, I most likely will not want to use the in-game editor but instead will use Hammer or 3DS Max 7 or QuArk to build the maps outside the engine. How does that work with the whole game engine concept.
I would hope that my questions to some experienced people would seem very basic and you would just point me to some set of documents that I have simply just missed. Forgive me but I'm still trying to wrap my arms around this thing.
-SJ
After developing a game using Torque can you and basically (point to a resource article is fine) how do you disable the in-game editing features? I would assume you wouldn't want somebody to be able to change things.
Also, I have been doing my best to read as much as I can but I still think I need the mile high view of this whole engine. Oh, I see that there are plenty of individual articles and tutorials regarding doing a very specific thing but I'm missing the big picture. The general "diagram" of how all the pieces (scripts, c++ code engine, types of different scripts like gui, game play, etc) fit in to the architecture. I asked a similar question before and I was directed to the Hall of Worlds basic documents but I found that the immediately launch in to the how-to discussions without talking about the various pieces. Also, I most likely will not want to use the in-game editor but instead will use Hammer or 3DS Max 7 or QuArk to build the maps outside the engine. How does that work with the whole game engine concept.
I would hope that my questions to some experienced people would seem very basic and you would just point me to some set of documents that I have simply just missed. Forgive me but I'm still trying to wrap my arms around this thing.
-SJ
Torque Owner Dirk "dirkk" Krause