Game Development Community

Various Torque questions

by Ian Roach · in Torque Game Engine · 02/12/2002 (12:23 am) · 1 replies

Particle Editors --

Hi , ive currently been trying to understand partle effects / emmiters with very little success. Im curious if anyone can give me a complete newbies guide to particle effects. How there created / imported / executed.

Also using particle editors is it possible to do the following :

Different particle emmiters dependending on texture ? For example walking from snow to dirt produces a different particle effect ? (im sure t2 already has this?)

In the same vein as the above but having different effects for different building materials such as brick , wood e.t.c For example i absolutely love the Max Payne particle effects when shooting a wall or splintering when hitting wood e.t.c and im just curious can this be done and how ? (is there some setup done in worldcraft. halflife had entities such as func_breakable e.t.c but im gathering torque doesnt)

GUI -

In regards to a GUI im currently trying to build a functional gui and load it in as uthe main Playgui Screen. So i can use different HUDS for different vehicles e.t.c simply load in a new Gui file to playgui (is this how its done. if not how do u load a new gui file in.)

Also ive recently been looking at the new Guibitmapbuttons tutorial which gives it a mouseover style effect on the menu (AWESOME TUTORIAL
BTW) and im just wondering if someone could do a Tutorial on how to make the HUD shake / become transparent / skew e.t.c as im clueless as to where to begin.

AI -

I know a few of you have successfully added some AI bots to the game and im curious as to how this is done ? All i want to do is simple spawn a dummy bot which i can use as target practice. Is this already in there ?


WORLDCRAFT -

In worldcraft i want to make some Prefab items i can use over and over again (like Roads , Tables e.t.c) and ive been looking at some Hallife examples recently. Does torque support the use of prefabs ? Can i simply import a Halflife prefab (minus the breakable entities e.t.c) into my map. Things like Bridges e.t.c dont use any real entities so technically they should be easily importable ?


I realise theres alot of questions here but thats becuase im quiet clueless as to where to begin hehe

#1
02/12/2002 (8:50 am)
In regard to your last question: I'm using QuArK and have ported many of my HL and Q3 maps to Torque--very easy. Prefabs in HL are nothing more than maps (with or without entities such as lights) that can be copied into your current map. Basically the same thing with Torque only MUCH better: you export your (prefab) map as a dif and add it into any world/mission you want with the world creator. Torque makes prefab management a breeze!