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Tribes2 Specific

by Mike · in Torque Game Engine · 03/19/2001 (8:57 pm) · 2 replies

After some thought in the V12 engine, and whether or not it was what I was looking for, I began to wornder what exactly "tribes2 specific" meant when it came to the exclusion of code.

For example, would the V12 engine be able to import maps, structures, skins, etc. created for Tribes2 directly into a game we made, or would we have to create our own systems for doing this?

Thanks for any relpies

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#1
03/20/2001 (9:05 am)
"Tribes 2 specific" means all the C++ and script source that implements T2 game features (such as weapons, backpacks, jet pack flying, HUD interface, commander map, etc.) as well as the all T2 specific art.

The file formats support by the V12 are the same as Tribes 2, so you will be able to load interior shapes, terrain textures, meshes, etc., created for Tribes 2. You will be able to load skin textures, but they will not map correctly on to the V12 demo player, since this model will be totally different than those in T2.
#2
03/20/2001 (1:18 pm)
This should have been obvious to me, but wasn't. This is a very important point, because web sites like Trinity Armaments that made custom models for Tribes are now going to be providing free models for Tribes 2 as well . . . so even if there's a loophole that doesn't let us borrow from official mods, Trinity Armaments will be VERY useful.