Game Development Community

Rts Kit

by Robert Stewart · in Torque Game Engine Advanced · 11/15/2005 (7:21 pm) · 14 replies

I have moved everything except rtspathdebug over to TSE and it appears to work. I think most of rtspathdebug would have to be re-written for it to work with TSE. I'm not going to work on this anytime soon though, but if anyone wants my current changes just email me.
I'm going to be working on getting .FX files in game, then I'm going to start working on a real time FX composer in game. After that is done, maybe two months from now, I will start working on the RTS.

#1
11/16/2005 (8:40 pm)
You talking about .FX shader files or something else?
#2
11/17/2005 (5:02 am)
Did you port over the maphud for Atlas by chance?
#3
11/17/2005 (7:41 am)
Randy, Yes FX Shaders
Smith sorry deadline for a project I'm working on is today, I havent got back to you yet sorry.
Havent got maphud working yet, you may consider looking into commander map for now.
#4
11/17/2005 (10:02 am)
Yea.. well the game can already read ASM and HLSL.
FX is somewhat of an ASM GPU language right? I think there is a resource to convert from Rendermonkey to
Torque. Rendermonkey can export to FX file then you cut in half with a V and P file. And some additional
formatting to HLSL.
#5
11/17/2005 (10:11 am)
If there is a resource file to convert from rendermonkey to torque, then I'll drop trying to integrate .FX files. Thanks for the info.
#6
11/17/2005 (9:03 pm)
Thanks for responding bruhda.
#7
11/18/2005 (11:36 am)
FYI, the maphud implementation in the RTS-Sk only works using OpenGL, and since TSE is currently Directx only, it will need to be re-implemented.
#8
11/18/2005 (11:38 am)
Exactly, just like most of rtspathdebug.
That is why I recommended the commander hud.
#9
12/29/2005 (4:50 am)
What is the status of using the RTS pack in TSE? I don't own the RTS pack but am considering purchasing it for some of the features for my current project.
#10
12/31/2005 (2:29 pm)
You can merge the code over fairly easily, except of course the rendering stuff, to which the standard "must port over TGE graphics code to use TSE stuff" disclaimer applies.
#11
02/08/2007 (6:07 pm)
Has there been any progress on this front now with TGEA so close to release?
#12
02/08/2007 (6:30 pm)
There is a thread on the RTS forums where several people pitched in contributions and it is mostly ported. It works though there are a couple of quirks to it that I'm not sure if ever got done.

I had it working with legacy terrain, but the terrain circles didn't work. The rest was functional though more or less. Vincent Billet then made some changes to allow it to work with Atlas. He had one problem along the way I recall that hadn't been fixed last I checked.
#13
02/09/2007 (10:33 am)
I have to purchase the RTS kit in order to access the RTS forums right?
#14
02/09/2007 (12:48 pm)
Yeah you do. So this disclaimer, the changes in that thread definitely worked in previous milestones, but they may or may not work now. I'm not sure I don't even have the RTS Kit installed on this system since my hard drive crashed. Don't want you to buy the kit though and then the code in there not work, as I haven't tested it in a long while. Vincent's atlas porting came this summer, so it was working around that time, but I believe that was before MS4, there may be some additional changes that need work.