No Real Clue" in Official Documentation ???
by Darrel Cusey · in Torque Game Engine · 01/19/2006 (11:51 pm) · 24 replies
When I'm reading what has been labeled as the "Official" Torque Documentation, it's disappointing (to say the least) to find quotes like this:
"To be honest I don't have a real clue as to the exact function of this device in this context..."
"Again, I'm puzzled by the exact function of this filter."
Both these quotes were from the documentation on the Terrain Texture Editor ( http://www.garagegames.com/docs/tge/general/ch04s09.php )
Can someone at GG please go into this page and provide a concise description of exactly how to use this tool?
What do the X and Y axis on the Height Mask Setting represent? The author of the documentation guessed at the function, but it doesn't seem to really work the way described. Maybe it's just a bad description -- either way, it needs to be made concise.
What does "Use Fractal Distortion" do when used in Place-by-x operations? This option isn't even mentioned (much less explained) when using these placement operations. The documentation author made a guess at what Fractal Distortion is, but what I'm looking for is a description of what exactly the "Use Fractal Distortion" option does when checked or unckecked in the Place-by-x operations.
Why is it that every placement operation must have a "Fractal Distortion" operation first? Why can't I delete this operation? What if I'm _trying_ to create an unrealistic terrain and I don't want the fractal distortion -- apparantly that isn't an option. If I add a second operation, say "Place by Height", and uncheck the "Use Fractal Distortion" will it then not use it? If that's the case, then it'd be nice to have some documentation that states this.
How do the "Fractal Distortion" graph and the "x Mask Settings" graph work together? Do they work together? Does one provide a filter for the other, or are they completely independent? Are the independent only when you uncheck "Use Fractal Distortion"?
Without concise documentation, I find that I have to "fiddle" with this tool to try to get the results I'm looking for - which is a tremendous waste of time. I've probably spent a total of 15 hours now searching through the entire site (and TDN) for documentation on this, and everything I've found either says even _less_ than the URL above, or simply points to the URL above.
GG, please fix this.
Thanks!
"To be honest I don't have a real clue as to the exact function of this device in this context..."
"Again, I'm puzzled by the exact function of this filter."
Both these quotes were from the documentation on the Terrain Texture Editor ( http://www.garagegames.com/docs/tge/general/ch04s09.php )
Can someone at GG please go into this page and provide a concise description of exactly how to use this tool?
What do the X and Y axis on the Height Mask Setting represent? The author of the documentation guessed at the function, but it doesn't seem to really work the way described. Maybe it's just a bad description -- either way, it needs to be made concise.
What does "Use Fractal Distortion" do when used in Place-by-x operations? This option isn't even mentioned (much less explained) when using these placement operations. The documentation author made a guess at what Fractal Distortion is, but what I'm looking for is a description of what exactly the "Use Fractal Distortion" option does when checked or unckecked in the Place-by-x operations.
Why is it that every placement operation must have a "Fractal Distortion" operation first? Why can't I delete this operation? What if I'm _trying_ to create an unrealistic terrain and I don't want the fractal distortion -- apparantly that isn't an option. If I add a second operation, say "Place by Height", and uncheck the "Use Fractal Distortion" will it then not use it? If that's the case, then it'd be nice to have some documentation that states this.
How do the "Fractal Distortion" graph and the "x Mask Settings" graph work together? Do they work together? Does one provide a filter for the other, or are they completely independent? Are the independent only when you uncheck "Use Fractal Distortion"?
Without concise documentation, I find that I have to "fiddle" with this tool to try to get the results I'm looking for - which is a tremendous waste of time. I've probably spent a total of 15 hours now searching through the entire site (and TDN) for documentation on this, and everything I've found either says even _less_ than the URL above, or simply points to the URL above.
GG, please fix this.
Thanks!
#22
For example, create a game example for the "TB/TGE/TSE Official Guide" just like the one named "GettingStarted.pdf" in the TGE Torque SDK but covers more detail (Globals, definitions, methods and their relationship between script and code). This game example covers everything from a beginner level to an advanced level. I will buy this Guide for Lets say $70.
The "TB/TGE/TSE Official Reference" should be like any reference; for example, "OpenGL Reference Manual". Lets say another $70.
Come on GG - lets get motivated. PLEASE update your documentation.
Jesse.
(PS) There are good books out their, but their not officially from GG.
07/10/2006 (1:04 pm)
I suggest that GG should consider for motivation to sell an Official Guide and an Official Reference that relate code and script with examples to explain the former. For example, create a game example for the "TB/TGE/TSE Official Guide" just like the one named "GettingStarted.pdf" in the TGE Torque SDK but covers more detail (Globals, definitions, methods and their relationship between script and code). This game example covers everything from a beginner level to an advanced level. I will buy this Guide for Lets say $70.
The "TB/TGE/TSE Official Reference" should be like any reference; for example, "OpenGL Reference Manual". Lets say another $70.
Come on GG - lets get motivated. PLEASE update your documentation.
Jesse.
(PS) There are good books out their, but their not officially from GG.
#23
07/10/2006 (1:09 pm)
GPGT is basically what you just asked for. And it's officially endorsed and published by GG, so I'd say that's pretty close.
#24
07/28/2006 (3:10 pm)
I have read a few books about The torque engine and that's what got me hooked. I began reading and couldn't put it down. There are books out there that are very excellent and i've learned quite a bit already and i'm starting on a master server. Patience and a willing to learn is great. I got a crash course in C++ from my friend and im progressing beautifully. Just wanted to let u all know that there is hope
Torque Owner Stefan Lundmark
I'm happy if you can get yourself around TGE with the current documentation (: