TSE Mapping Q
by Jace · in Torque Game Engine Advanced · 03/02/2007 (6:09 pm) · 3 replies
Okay I have started making interior BSPs and they look funky but TSE makes them look alright.. lol
But what I am running into is that I can't find anything on the entities for World Studio. Now if I remember correctly when I first bought TGE it had an entity file that plugged into Cart Shop for the portals and worldspawn.
Now I have researched the forums and tried to RTFM the little FM that's around and I can't find this file for TSE anywhere so does TSE even require you to use portals or entity brushes?
One more Q while I am at it how does lighting work do I brush them in using the BSP editor or do I do it in the game?
-Jace
But what I am running into is that I can't find anything on the entities for World Studio. Now if I remember correctly when I first bought TGE it had an entity file that plugged into Cart Shop for the portals and worldspawn.
Now I have researched the forums and tried to RTFM the little FM that's around and I can't find this file for TSE anywhere so does TSE even require you to use portals or entity brushes?
One more Q while I am at it how does lighting work do I brush them in using the BSP editor or do I do it in the game?
-Jace
About the author
Torque Owner Pete Patterson
It defines all of the entities that are understood by map2dif, but be aware that some of the entities no longer work with the current version of TGEA. Notably, animated lights are no longer supported although they are included in the current torque.fgd file, and map2dif will still process them without telling you that they no longer function.
You should probably light your maps using the in game lighting. Discontinuation of support for animated interior lights is the 'lighting on the wall' telling me that GG will be putting their effort into supporting the in game lighting and not splitting their efforts to support the legacy interior lights that are used by maps.
There is also the fact that they will soon (or maybe soon) be releasing their Constructor product, which is a map editor that uses the torque engine as the host for the editor. This product will allow for the integration of map creation, placement of the map object directly in the game engine, placement of DTS objects within the map editor, and also placement of all the lighting.
So although it is still a huge PITA for you not to be able to just place lights using the map editor that is your only alternative, you're not going to get much sympathy from them because they don't have to use the tools we do.
Happy mapping!