I have several questions about TGE/TSE.
by ysun · in Torque Game Engine Advanced · 09/23/2006 (5:39 am) · 12 replies
Hello,
I have several questions about TGE/TSE:
1. Is it a must-do process to put .dts and the textures in the same directory?
2. Is it possible to package files like other game does?
3. How to encrypt the resources? like encrypting the pakage files in question 2.
Thank you.
I have several questions about TGE/TSE:
1. Is it a must-do process to put .dts and the textures in the same directory?
2. Is it possible to package files like other game does?
3. How to encrypt the resources? like encrypting the pakage files in question 2.
Thank you.
About the author
Wanted by the police
#2
It's in the engine. Do a search and you can find more info.
09/23/2006 (2:10 pm)
You can zip your resource files: jpgs, dts, dif, ogg, etc.It's in the engine. Do a search and you can find more info.
#4
09/23/2006 (3:19 pm)
Textures need only be in or above the directory of your dif/dts files. You could put all your dts textures in /shapes, and then your dts files in /shapes/weapons/xxx. Many items may use the same texture after all... Do keep in mind any scripted objects need to be double checked for paths (decalData = xxx).
#5
Thank you, you mean I need to have the sourec code of exporter? but I am not good at programming. ;(
09/23/2006 (8:06 pm)
Quote:I'll take a crack:
1. I'm pretty sure it is. It may depend on the exporter you are using to create the DTS, and of course you can probably modify the exporter. In my case, using Milkshape, there is no way to designate a path to a separate texture directory out of the box. Admittedly, the engine itself may not require this.
2. I think some clarification is in order. What do you mean? You can make your own installer, of course.
3. You have the source code!
Lee
Thank you, you mean I need to have the sourec code of exporter? but I am not good at programming. ;(
#6
Thank you, it maybe a lot for me to learn, it touchs the source code and I am not a good coder. ;P
09/23/2006 (8:09 pm)
Quote:You can zip your resource files: jpgs, dts, dif, ogg, etc.
It's in the engine. Do a search and you can find more info.
A simple search found this.
Thank you, it maybe a lot for me to learn, it touchs the source code and I am not a good coder. ;P
#7
I see, Thank you!
09/23/2006 (8:09 pm)
Quote:Textures need only be in or above the directory of your dif/dts files. You could put all your dts textures in /shapes, and then your dts files in /shapes/weapons/xxx. Many items may use the same texture after all... Do keep in mind any scripted objects need to be double checked for paths (decalData = xxx).
I see, Thank you!
#8
09/23/2006 (8:11 pm)
If you are zipping and encrypting your resources, then it shouldn't matter since the end user won't know where the resources are anyway. It might matter to you during development, though, but does it matter that much? Enough to rewrite exporters or asset management?
#9
Yes, I want to make pack files like American Army and F.E.A.R. that uses can not open the source. not like Q3A/MOHAA/COD, winzip/winrar can open their packs.
I used to make mods on MOHAA/COD, etc., the .pk3 they used can not be encrypted and the mod license is not alllowed to. So I didn't touch any engine level coding or any other conding like write exporters before. Now Torque is a new thing to me because it comes with source. ;)
09/23/2006 (8:24 pm)
Quote:If you are zipping and encrypting your resources, then it shouldn't matter since the end user won't know where the resources are anyway. It might matter to you during development, though, but does it matter that much? Enough to rewrite exporters or asset management?
Yes, I want to make pack files like American Army and F.E.A.R. that uses can not open the source. not like Q3A/MOHAA/COD, winzip/winrar can open their packs.
I used to make mods on MOHAA/COD, etc., the .pk3 they used can not be encrypted and the mod license is not alllowed to. So I didn't touch any engine level coding or any other conding like write exporters before. Now Torque is a new thing to me because it comes with source. ;)
#10
As far as encryption, there are several encryption resources, but TSE/TGE doesn't have them built in... it requires a bit of source-code modification, but even a non-programmer should be able to take the resource and implement it... it's not too hard. You just have to have a C++ compiler and a little bit of smarts :P
09/23/2006 (8:54 pm)
With TSE, no, it's not important to place the textures in the same directory as the DTS. The material name is a material in TSE, not a bitmap name, like in TGE. The material can specify whatever texture / bitmap it needs and it can specify full path.As far as encryption, there are several encryption resources, but TSE/TGE doesn't have them built in... it requires a bit of source-code modification, but even a non-programmer should be able to take the resource and implement it... it's not too hard. You just have to have a C++ compiler and a little bit of smarts :P
#11
Thank you, I will have a good look at on the article. Hope TSE can be released soon and I am smart enough to learn encryption. ;P
09/23/2006 (9:36 pm)
Quote:With TSE, no, it's not important to place the textures in the same directory as the DTS. The material name is a material in TSE, not a bitmap name, like in TGE. The material can specify whatever texture / bitmap it needs and it can specify full path.
As far as encryption, there are several encryption resources, but TSE/TGE doesn't have them built in... it requires a bit of source-code modification, but even a non-programmer should be able to take the resource and implement it... it's not too hard. You just have to have a C++ compiler and a little bit of smarts :P
Thank you, I will have a good look at on the article. Hope TSE can be released soon and I am smart enough to learn encryption. ;P
Torque Owner Lee Latham
Default Studio Name
1. I'm pretty sure it is. It may depend on the exporter you are using to create the DTS, and of course you can probably modify the exporter. In my case, using Milkshape, there is no way to designate a path to a separate texture directory out of the box. Admittedly, the engine itself may not require this.
2. I think some clarification is in order. What do you mean? You can make your own installer, of course.
3. You have the source code!
Lee