Game Development Community

Few Question's

by James W. · in Torque Game Engine · 03/01/2007 (6:58 pm) · 10 replies

Does the torque engine support glass feature's such as window's in .dif for the building's and strutures?

Is there an advantage knowing C++, does it go side by side with torque script?
(I have no prior programing experince, I have only purchased 2 books The Game Programers Guide to Torque chapter8 now, and 3D Game Programmng All-inOne SE finished)

I've been tinkering around with the demo, the book work, and modeling some. (I find it hard to unwrap the model's and paint the.bmp to get a realistic look and scaling and texturing with quark.)

I have some idea's and I want to develop them. I am totally new to torque. I was wondering is there any tutorials. I understand a small portion of the programming.

The big question is torque right for me?

Looking for advice

I like how members support each other and noticed how people help out, this community seem's great!

#1
03/01/2007 (9:15 pm)
Quote:
Does the torque engine support glass feature's such as window's in .dif for the building's and strutures?
By default .dif files do not support transparency however I believe this option can be enabled in source code (although I have heard it's quite problematic which is why it's disabled by default.)

What most people seem to do is use a .dts file for windows (created from a 3D modeling application such as 3ds Max, Maya, Milkshape, Blender, Lightwave etc) as they support transparency. You can then place the window into position with Torque's world editor.

You can also use a feature called environment mapping (put simply, fake reflection) to enhance your window. Once you have a firm grasp of Torque Script you can even program your window to be destroyed and shatter into shards when shot.

For more advanced effects like reflection & refraction you will need to use TGEA.

Quote:
Is there an advantage knowing C++, does it go side by side with torque script?
Knowing C++ is always an advantage. As far as Torque script is concerned I wouldn't say that it's mandatory. You can become quite an accomplished Torque Scripter without knowing C++, that's the beauty of a scripting language. Torque Script is similar in syntax to C# (and Java) and for the most part is pretty easy to learn.

Quote:
The big question is torque right for me?
That's something that only you can objectively answer. You have some Torque books and the demo, which should be enough to determine the answer to your question.
#2
03/02/2007 (7:18 am)
Thanks Tim for your anwsers.
#3
03/06/2007 (6:03 pm)
Wow there is so many doc's on-line, I am still reviewing them, I feel like I am reading the yellow book over again.


Now I have to figure out how to protype my game, and I am unsure were to start.

options's
I though about modifying the FPS starter.
I kind of liked the mazerunner idea as well.
I also ran across it somewhere to do all from scratch.

honestly I don't have any programming experince (only have done what's in both books)
I feel like I need to plug and play with scripts and try to learn.

Any ideas to help me get on the right track.
#4
03/06/2007 (6:21 pm)
START SMALL.

Sounds like a simple, logical piece of advice however people seldom follow it. Knowing and working within your limits, taking things one baby step at a time will avoid anger and frustration.

Break everything up into separate areas. If one area becomes frustrating move onto the next.

Example:

Scripting
The books you own will have plenty of Torque Script references as well as TDN and the resources available from this site. Work from the starter.fps kit to begin with and practice by scripting in your own small features. Maybe you could implement an ammo box that when collected gives the player full ammo etc. Things like that.

GUI
Learn how to use Torque's GUI editor, create your own simple GUI's and apply your scripting knowledge to make a button print out a message on screen or display a picture etc.

World Editor
Practice making small simple missions, use the terrain editor, add water to your map etc. Familiarize yourself with all the features available to you within the editor and start to learn what you can and cannot do.

Art Pipeline
Now you're going to want to start bringing in your own art work. Pick a supported modeling package and learn it. Learn how to properly configure and export a .dts mesh. Then find a supported bsp based editor and learn how to create and export .dif files.
#5
03/07/2007 (8:41 pm)
Thanks again,
I think I will start by making something simple and try to incorperated all the stuff I can do.
the plan
make myself an example of all the feature's I can put on a map like water, sound, maybe triggers to trigger weather events, physical zones, items for health, invicibility on a timed basis's, scoring items with different values for each one, simple weapons (I haven't discovered any examples for switching them yet via assigned key's nor the mouse wheel (small steps)). new terrain bump map and textures, paticles.

Just kicking ideas and setting resonable goal's

then pick it apart, and decide what I like and dislike. Maybe AI enemies later on

I've tinkered around with quark, I haven't really did any complex structure's with it. I would rather work directly in a 3d-view like modeling with 3ds max (i bought the bible with demo) hopefully constructor will have this option. or I do not know of any other one's that allows you to make .dif files from manipulating brushes or shape's in a 3d-view.
#6
03/10/2007 (1:00 am)
My 2 cents:

Use the demo to it's fullest extent, then buy the license. I'm a 3D artist and I needed something to show my DIF's in-game, so I bought it. I could have used the demo for free, but I'm glad I spent the hundred bucks. The Private forums for license owners are well worth it.

Good luck and good gaming!

Tony
#7
03/10/2007 (10:14 am)
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#8
03/10/2007 (10:34 am)
Transparency for dif is very easy in Torque. You only need to patch one file. I have never had problem using them. What you using to build your dif. I have use GameSpace and DeleD Lite to build them.


www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4199

There is alot resources available for Torque owner. For example AiGuard, Transparency, and Animated_fxShapeReplicator just to name a few.
#9
03/10/2007 (5:12 pm)
Thanks I went ahead a bought it, (to soon I think)
The main problem I am having, (I have no programming experince at all) is writing the torque scripts, I keep reading and reading from the site, tdn, and both yellow guide TGPGT, and 3DAin1 SE.
Some stuff I think I understand, but still I have have no clue about some stuff at all. I did the tutorial and it worked after putting the nocursor deal. I wanted my item to rotate I tried with no avail and I started doing another tutorial and reliezed it needed a different type of datablock and the it needed 2 seperate functions one for the item properties or the way it acts (rotate), then the other was for scoring.

Maybe it will all click it, if I keep plug and playing tinkering with it.

it is like everything is described in a statement or explanation and then it gives one example. (reading the books and site about scripting)
Like in function's and other things it has so many varibles, in the predone code I have no clue is or why or what they do.
I reconize the struture of what example it is. but I do not know what the code or varibles mean.

I have never used a compiler before I tried to teach myself some c++ from a site and got some of the questons right over half in the beginning (functionns it lost me), again a brief statement or explaination and one example.

It's ok, I guess, I just keep tinkering along it might click
I am the rawest newb here probaly
I just can't seem to learn the code.

Sorry
I can do some model and the interiors but not very complex or detailed.
Some places say I need to purchase the 1.4 sdk to view for coding examples
#10
03/11/2007 (6:26 am)
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