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
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
About the author
Torque Owner Desmond Fletcher
fletcher