Game Development Community

Some Questions

by Do Not Delete · in Torque Game Engine · 03/03/2007 (2:57 pm) · 23 replies

Hey guys, I recently purchased TGE 1.5 and I got to say I love it. Its a very good engine. I am very new to 3D game making and I have some questions.

1. Are there any more starter kits other than the FPS one and the racing one.

2. How would I go about making a game based of the FPS starter kit, but disable the editors?

3. How hard will it be to make a game like GTA San Andreas?

Thanks,
YellowShadow
Page «Previous 1 2
#1
03/03/2007 (7:11 pm)
Welcome Dro, I believe if you search the forums there are a few community made starter kits, but I dont' believe that any are as complete as the fps and racing ones that come with the engine. As far as question two, there is an option in one of the scripts where you turn off the editors, and when you distribute you just compile the scripts into dso's and do not include the editors.

For question three, It would not really be as much hard as it would time consuming, and the maps could not be very large, bust as far as implementing a driving system, it's already there, would just be time consuming.
#2
03/03/2007 (7:46 pm)
Hi,

Quote:
1. Are there any more starter kits other than the FPS one and the racing one.

There is an RTS Starter Kit which is available for purchase for $49.95

There is also a much more advanced & free FPS kit made by a community member available for download.

Multi-Gametype FPS starter kit Version 1.1

Quote:
2. How would I go about making a game based of the FPS starter kit, but disable the editors?
Worry about making your game first, trust me it will take a while. This is a trivial task and you'll probably work it out for yourself as your knowledge of Torque increases. If not, do a search of this website for a detailed answer.

Quote:
3. How hard will it be to make a game like GTA San Andreas?
This would be quite difficult but definitely achievable with the right programmer. GTA missions are quite large, they are split up into zones in order to achieve this. Torque doesn't have a zoning / portal system so that's something you would have to implement yourself. There are quite a few other hurdles you'll have to jump over as well but that's another conversation.
#3
03/03/2007 (11:16 pm)
Thanks for your answers. I have another question for you guys:

4. How do I compile the scripts as a .dso?
#4
03/03/2007 (11:22 pm)
You don't. The engine does this for you automatically.
#5
03/04/2007 (10:24 am)
How though?
#6
03/04/2007 (12:57 pm)
.
#7
03/04/2007 (5:35 pm)
Sorry for asking but whats "METoDyCo"?
#8
03/04/2007 (6:17 pm)
You write and save your scripts as .cs files, any basic text editor will do. Then you need to execute the scipt using the exec command.

E.g.
exec("./audioProfiles.cs");


That tells the engine to compile your script.

Take a look at server/scripts/game.cs - near the top of the file you'll see where some scripts are being executed from.
#9
03/04/2007 (8:11 pm)
I downloaded the MG Starter kit, and I replaced the soldier.dts with a different model, everytime I press tab to go to 3rd person, Visual Studio Debugger wants to run and the game causes an error. What gives?

Sorry I'm new to this.

BTW: What is METoDyCo?
#10
03/04/2007 (9:01 pm)
Quote:
I downloaded the MG Starter kit, and I replaced the soldier.dts with a different model, everytime I press tab to go to 3rd person, Visual Studio Debugger wants to run and the game causes an error. What gives?

That's a little vague to answer. Where did the model come from, was it modeled and configured for Torque correctly etc etc?

Quote:
What is METoDyCo?
I have no idea.
#11
03/05/2007 (8:31 am)
.
#12
03/05/2007 (4:01 pm)
Thanks Berserk for the answering my question.

@Tim: I downloaded the model of Turbo Squid. Is there a guide for making the model Torque type?
#13
03/05/2007 (5:09 pm)
Aha.

Well, Toqrue meshes have to be set up in a particular fashion and the procedure for doing so differs amongst modeling packages.

Try searching TDN (or maybe this website) for tutorials on the dts format, and good luck!
#14
03/05/2007 (9:53 pm)
Read all of the specs carefully. Models on TurboSquid or other content providers are often not designed for low-poly real-time rendering and require some tweaking (or a lot of it). There are some EXCELLENT artists with work on content portals as well.
#15
03/05/2007 (9:54 pm)
Wow the TDN is a really useful site.

I was wondering, is there a site that offers free 3D models in the Torque Format?

and

Can we use .3ds formated models in Torque?
#16
03/05/2007 (10:07 pm)
You will need to convert the static .3ds files to DTS using one of the exporters and programs that support DTS's. I'm not sure if lowpolycoop has DTS models or not. Regardless, it's a great group.
#17
03/05/2007 (10:13 pm)
Quote:
I was wondering, is there a site that offers free 3D models in the Torque Format?
You'll have to search around. I doubt you'll find any free (Torque configured) player models but I've seen some free models along the lines of weapons, boxes, crates, trees, rocks and other simple static environmental models around the place. There used to be a site called GameBeavers that had some free Torque content, I'm not sure if that's still around though.

A good site for beginner based tutorials is CodeSampler.com.

Quote:
Can we use .3ds formated models in Torque?
As long as the modeling package you're using has a .dts exporter available and you set up the scene correctly, yes. Be aware of the fact that you won't be able to use animated models with the .3ds format.
#18
03/05/2007 (10:20 pm)
One last note on player models... You can purchase pre made, Torque configured player content packs from this site.

Content Packs

If you're thinking about purchasing a player content pack I actually recommend taking a look at Cubix Studio. Evi has some extremely good and very reasonably priced Torque player packs for sale.
#19
03/07/2007 (9:25 pm)
Well here are some more questions. The last one is off-topic.

What sound API does Torque use?
Is there example code or a way to put background music in the game and let the user change it?

off-topic
Would it be possible for someone to delete my other account (yellowshadow) and then change this one to YellowShadow?
#20
03/07/2007 (11:07 pm)
Torque uses a poorly written OpenAL layer with support for wav and ogg files. There's plenty of resources available for game music, search this site.
Page «Previous 1 2