How do you bring an image into Torque?
by Jeff Nevins · in General Discussion · 01/22/2007 (4:50 pm) · 8 replies
I just bought Torque & went through tutorials, but all the art is already loaded there.
If I did art in Photoshop & saved as PNGs, is there a way to bring them into Torque to make a game?
I couldn't find any help in the Help section. Is there help?
I'm more of an art/animation person than a programmer. Sorry if it seems too basic.
Thanks for your patience.
If I did art in Photoshop & saved as PNGs, is there a way to bring them into Torque to make a game?
I couldn't find any help in the Help section. Is there help?
I'm more of an art/animation person than a programmer. Sorry if it seems too basic.
Thanks for your patience.
#2
Bring art into Torque to have a game.
I went to the GUI Editor, but couldn't find a way to get a PNG from a folder on my desktop.
01/22/2007 (6:45 pm)
Thanks for the response.Bring art into Torque to have a game.
I went to the GUI Editor, but couldn't find a way to get a PNG from a folder on my desktop.
#3
Ed Maurina's book is a good place to start as well, and so is Ken Finney's... I have them both, and like them both. Good Luck :)
01/22/2007 (7:25 pm)
@Jeff: "Bring art into Torque to have a game" is an extremely broad statement. For artwork in TGE, you're looking at both 2D and 3D art. PNG's are made for the GUI artwork, and 3D meshes are created (and textured with PNG or JPG) for the in-game stuff. What you probably want to do is start with the very basic tutorials so that you can learn how the engine works and works with the artwork you create. There's so much more than just getting the engine to see where your PNG is (and by the way, you have to put it in a directory in the example folders, because you can't browse to the desktop or other drives).Ed Maurina's book is a good place to start as well, and so is Ken Finney's... I have them both, and like them both. Good Luck :)
#4
It's 2D.
I did the Fish tutorial where you drop stuff in that they have. Then the tutorials got into advanced stuff I'm not supposed to work on, like scripting.
But I could't find anything to on how to get an image into Torque (GUI).
I can try calling Garage Games too.
Or ask my friend if no one knows.
01/23/2007 (1:49 pm)
Thanks for the response (I know no one gets paid for this- pure kindness on a less tech-savy person).It's 2D.
I did the Fish tutorial where you drop stuff in that they have. Then the tutorials got into advanced stuff I'm not supposed to work on, like scripting.
But I could't find anything to on how to get an image into Torque (GUI).
I can try calling Garage Games too.
Or ask my friend if no one knows.
#5
In fact, the fish tutorial tells you how to do it. You need to place your images in a place where it can access them and add them to the level using the image map builder. Put it in the TGB directory structure and navigate to it from there.
If you added the artwork to the project for the fish tutorial, you know how to add the artwork for your own game...
Reading the documentation is always a great first step, and the doco for TGB will get you up and running quickly.
So, simply and easily before you go off and read the documentation that ships with it:
1. Copy the image(s) you want into a place where TGB can see it. Say in TGB\Data\Images.
2. In level builder, click the new image map icon (like in the tutorial) or Project > Image Map Builder
3. Navigate to where you copied the image(s) if it is not already there.
4. Click the image and click the Select button.
5. Make any changes to the settings that you need and click Save. It will appear in the Static Sprites section and allow you to drag-and-drop in the level editor.
Just like in the tutorial.
01/23/2007 (2:10 pm)
Part of the problem is that you are not being clear about which product you are using and how you are trying to accomplish your task. Now that you mentioned the fish tutorial, it is abundantly clear that you are using TGB and want to add your own artwork into the mix. I would recommend reading the documentation that came with TGB as it will tell you exactly how to do it.In fact, the fish tutorial tells you how to do it. You need to place your images in a place where it can access them and add them to the level using the image map builder. Put it in the TGB directory structure and navigate to it from there.
If you added the artwork to the project for the fish tutorial, you know how to add the artwork for your own game...
Reading the documentation is always a great first step, and the doco for TGB will get you up and running quickly.
So, simply and easily before you go off and read the documentation that ships with it:
1. Copy the image(s) you want into a place where TGB can see it. Say in TGB\Data\Images.
2. In level builder, click the new image map icon (like in the tutorial) or Project > Image Map Builder
3. Navigate to where you copied the image(s) if it is not already there.
4. Click the image and click the Select button.
5. Make any changes to the settings that you need and click Save. It will appear in the Static Sprites section and allow you to drag-and-drop in the level editor.
Just like in the tutorial.
#6
01/23/2007 (4:10 pm)
Edit your forum subscriptions. There is a set of public art forums where you will find many answers. Also what you need is more study on the "art pipeline(s)". And a lot of that is in the various exporter forums of that Public art group.
#7
I'll look for the Public Art group too. Thanks.
01/23/2007 (6:58 pm)
I couldn't find anything in the tutorial, but I'll try those 5 steps. Thanks.I'll look for the Public Art group too. Thanks.
#8
01/23/2007 (7:14 pm)
Yea not trying to be rude just to help.. good luck.
Torque Owner Anthony Abrams
Cause the easiest way I've seen to get PNGs into Torque is with the GUI Editor and the GUIBitmapControl.
These could be used to create many different things such as: Splash Screens, HUD Elements, Menu Backgrounds, etc.