Game Development Community

All the tools I will need?

by Braedon Hinchcliffe · in Torque Game Engine · 02/28/2007 (7:34 am) · 8 replies

I need to figure out exactly what third party tools im going to need before I get the licences for torque so I can get funding for those tools also.

Current list:
3ds max (modeling) - Already own multiple copies of it.
Torque IDE - Everyone needs a IDE
??? (terrain) - Something for use with atlas terrain.

What else is recommended. Btw .3ds can be used for buildings I assume.


Side Question:
If I want to create large moving objects such as a battleship (however the battleship is not so large since the player is a relativly large mech). Would I use a large static object with animations (the guns on the battleship are going to be AI controlled)?

#1
02/28/2007 (8:29 am)
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#2
02/28/2007 (8:36 am)
You will have to convert your .3ds files to a DTS and add in collision meshes to use them. It would be wise to add DeleD or Quark or 3D World Studio to your arsenal for level editing since the Game Level Builder plugin for Max may not fit your building needs.
#3
02/28/2007 (9:59 am)
If you are using Windows:

Visual Studio 2005 Express: Code
Torsion: Torque Script editing
2D Art: Photoshop or Gimp
3D Art: You have 3DS, so get the max2dts plugin
Atlas: L3DT tool and plugin
Buildings/Interiors: Quark, until Constructor is released

I'd make the battleship a vehicle, and add in the Turret Resource mentioned earlier.
#4
02/28/2007 (2:48 pm)
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#5
03/01/2007 (4:19 am)
Ok and I would just assign a variable for the interiors health and use a animation for its death like normal. I haven't tried working with interiors yet so I have no clue whats possible with them.
#6
03/01/2007 (6:50 am)
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#7
03/01/2007 (8:16 am)
Yah thats what I was planning on doing for at least the nuclear powered ships. Big explosion followed by a flash followed by removing the ship.
#8
03/01/2007 (3:52 pm)
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