Want to move from 3DGamestudio to Torque
by Thomas Bang · in General Discussion · 03/20/2007 (2:02 am) · 4 replies
Hi
I'm VERY interested in the Torque Game Engine Advanced !!!
But before i buy it ... these questions:
1) Is it possible to export static and animated Lightwave-Models ( Lightwave 8.5 & higher ) to
the Torque DTS-File correctly?
2) I'm very impressed by the Shader-Functions of TGEA. Can i try out these shader in an
evaluation copy of TGEA? Note: I will not only see these shader in action, i also want
to create/combine some shaders.
3) Is it possible to build Models in Lightwave and then export to Torque-DIF to create
Indoor-Level?
4) Is there a possibility to see the lighting ( static & dynamic ) in action?
5) Can i create with TGEA ( Indie License ) self-running executables?
6) Can i protect my resources in the executable?
7) Does TGEA mean that it is TGE + Shaders or do i need to buy TGE AND TGEA?
8) Is there a BIG manual ( PDF or something similar) ?
9) Can i use DLLs ( created in Borland Delphi or VC++ 6/2003 ) to extend the functions in TGEA?
Thanks
I'm VERY interested in the Torque Game Engine Advanced !!!
But before i buy it ... these questions:
1) Is it possible to export static and animated Lightwave-Models ( Lightwave 8.5 & higher ) to
the Torque DTS-File correctly?
2) I'm very impressed by the Shader-Functions of TGEA. Can i try out these shader in an
evaluation copy of TGEA? Note: I will not only see these shader in action, i also want
to create/combine some shaders.
3) Is it possible to build Models in Lightwave and then export to Torque-DIF to create
Indoor-Level?
4) Is there a possibility to see the lighting ( static & dynamic ) in action?
5) Can i create with TGEA ( Indie License ) self-running executables?
6) Can i protect my resources in the executable?
7) Does TGEA mean that it is TGE + Shaders or do i need to buy TGE AND TGEA?
8) Is there a BIG manual ( PDF or something similar) ?
9) Can i use DLLs ( created in Borland Delphi or VC++ 6/2003 ) to extend the functions in TGEA?
Thanks
#2
in this link explains the main diferences of the inde vs commercial license.. on torque products..
http://www.garagegames.com/solutions/indievcommercial/
to me its a very very cool license.. very indie friendly
Cheers
03/20/2007 (2:59 am)
Also i forgot to mention.. that with the indie licenses you can sell your game and you are not required to buy the commercial license if your earnings are below 250,000 dollars a year.. amount that seems very very high.. and if you reach that level .. would be ridicolous to refuse to pay 1500 dollars for the license if you already earnt 250,000 dollars lol ..in this link explains the main diferences of the inde vs commercial license.. on torque products..
http://www.garagegames.com/solutions/indievcommercial/
to me its a very very cool license.. very indie friendly
Cheers
#3
2) Grab the demo here: TGEA Product Page
3) No known exporter for Lightwave to .diff that I know of. However, when Constructor gets released, you will want to use that above any other tool or exporter to model your interiors.
4) All Torque products have editors that provide WYSIWYG functionality. So if you create a static or dynamic light in the editor, or in script, you will see it's effects as soon as you drop them in or relight.
5) Hermes covered the project hierarchy for your typical Torque project. If you have a license, you have the ability to modify the source code to remove all scripting from the engine. However, I don't recommend this, as the scripting engine is amazingly useful and powerful. However, it is possible to just have your .exe, assets, and .dlls and run the game. It's a pain to do though.
6) Scripts get compiled into .dso form, securing those from modification. There are resources here on GG, and on other sites, that show various compression and encryption methods for protecting your assets.
7) Hermes covered this. Up until the release of TGEA, you were required to have a TGE license. Now that the product is a stand-alone addition to the Torque lineup, you can purchase it separately.
8) There is no all encompassing file that documents the entire engine. There is an official GG documentation page, a getting started tutorial .pdf, TDN (Torque Developer Network), an official FAQ by GG, and of course the forums. I'm also compiling a new FAQ and starter document on TDN, which I'll be using some of the info from this thread to add in.
9) You will have a hell of a time linking those particular DLLs that you mentioned. If you have any control over the original source for the files, you should recompile them to be VS2K5 compliant. Also, there are some engine specific things I can't talk about because this is a public forum, but there is more to it than just dropping it in and compiling.
03/20/2007 (6:08 am)
1) Yes, there is an exporter for Lightwave to DTS Gnometech Product Page2) Grab the demo here: TGEA Product Page
3) No known exporter for Lightwave to .diff that I know of. However, when Constructor gets released, you will want to use that above any other tool or exporter to model your interiors.
4) All Torque products have editors that provide WYSIWYG functionality. So if you create a static or dynamic light in the editor, or in script, you will see it's effects as soon as you drop them in or relight.
5) Hermes covered the project hierarchy for your typical Torque project. If you have a license, you have the ability to modify the source code to remove all scripting from the engine. However, I don't recommend this, as the scripting engine is amazingly useful and powerful. However, it is possible to just have your .exe, assets, and .dlls and run the game. It's a pain to do though.
6) Scripts get compiled into .dso form, securing those from modification. There are resources here on GG, and on other sites, that show various compression and encryption methods for protecting your assets.
7) Hermes covered this. Up until the release of TGEA, you were required to have a TGE license. Now that the product is a stand-alone addition to the Torque lineup, you can purchase it separately.
8) There is no all encompassing file that documents the entire engine. There is an official GG documentation page, a getting started tutorial .pdf, TDN (Torque Developer Network), an official FAQ by GG, and of course the forums. I'm also compiling a new FAQ and starter document on TDN, which I'll be using some of the info from this thread to add in.
9) You will have a hell of a time linking those particular DLLs that you mentioned. If you have any control over the original source for the files, you should recompile them to be VS2K5 compliant. Also, there are some engine specific things I can't talk about because this is a public forum, but there is more to it than just dropping it in and compiling.
#4
a) Torque DIF export (Pro): www.greenbriarstudio.com/3D/index.htm
b) Create your map in Lightwave. Export as lightwave object. Import into Blender. Export from Blender to .dif.
The easiest way is to use another program made to make BSP's. Hammer, Quark, 3D World Studio.
03/20/2007 (6:31 am)
3) Theres two ways I know of to do this. Note: I have not tried either one. And the 1st one isn't for TGEA. As far as I know it's for TGE, but it may be possible, you'd have to ask greenbriar about that.a) Torque DIF export (Pro): www.greenbriarstudio.com/3D/index.htm
Features: Torque DIF export (Pro) - WYSIWYG textures - Game level type uvs built in (selectable) - All Torque light types supported - All Torque entity types supported - Map output with Auto compile to DIF
b) Create your map in Lightwave. Export as lightwave object. Import into Blender. Export from Blender to .dif.
The easiest way is to use another program made to make BSP's. Hammer, Quark, 3D World Studio.
Torque Owner DodongoXP
1.- im not quite sure.. wait for other to answer this one correctly..the main way is through 3dmax.. and there is also an exporter for caligari gamespace
2.- yes you can download the TGEA demo and look at what it really is and try it out.. you can alter some of the demos functions like shaders and so but i dont think you will be able to do much if you are unfamiliar with how torque works
3.- the dif file format requires convex only / brush based only geometry for indoor level design.. you can use any convex/brush based editor that can handle valve .map format and convert it through map2dif..
i think it exists a .map lightwave exporter that exports convex only geometry but i dont know if its torque compatible..
there is game level builder from mapple3d to export .maps from max, or caligari level exporter for gamespace..
but 3d world studio and quark are more commonly used for these task... although those are very primitive tools..
search the forums for the explanation of the convex / brush geometry and the concave/polysoup geometry..
4.- with the world editor you can see exactly how it will look like in the game
5.- torque works in a radically diferent way than 3d game studio does... in 3dgs you use editors to build your game game and then export them to a separate file to play them... torque is diferent... what you use as editor is the game that your are doing ..your torque project has a inbuilt game editor , world editor and gui editor.. you dont use a separate tool to make the game and export the game as an executable... here both desing tools and game are the same file.. once your game is done.. you remove all the game editing tools and leave the game only...this is a concept that confuses alot of people.. the idea of your are editing what you are playing without the need of separate aplications (editors - game).. download the demo and see how it looks like..the demo is torque with a programed demonstration.. so yes.. you can make self running executables..
6.- the resources are not stored in the executable but in separate data and script folders... yes there is a way i know at least on the normal TGE
7.-TGEA is completely independent from normal TGE ,although uses the same operative way.. its render engine and core componets are completely diferent and reconstructed... normal TGE uses opengland TGEA uses DirectX 9.0c(requires october 2006 direct x 9 sdk to compile).. so its a completely separate product.. uses the same scripting system and everything but with more advanced graphical features.. so .. the answer is no.. you dont need to buy tge to have tgea
8.- the documentation included in the TDN (torque developer network) is in construction .. so its mainly incomplete.. its not completely empty.. but it could be alot better... to learn torque you should buy the " games programmers guide to torque" .. is a book that teaches mainly torquescript and how to make a simple game in normal TGE called maze runner.. very good book.. if you want more information you could buy the "3d game programming all in one second edition" this book is more focused to the previous version of normal tge ..tge 1.4i think... both books can be purchased from amazon.com if you are interested
9.- dont think so.. if you are not an extremely experieced programmer .. capable of doing such modifications to the engine source code... when you buy torque.. you receive the full source code of it.. so teorically you can make it do what you want it to do ... but you need to be a extremely extremely experienced c++ to make an important modification other than simple tweaks and rapid modifications to suit your game needs...
also you need visual studio .net 2003 or 2005 or visual c++ express 2005 and the october 2006 direct x 9.0c sdk to build TGEA succesfully
so .. download the demos of both tge and tgea.. check what does torque has to offer .. before your buy something..
i repeat.. torque works in a very diferent way compared to how 3dgs works.... but i consider torque to be far superior compared to 3dgs... well thats just my opinion...
hope alll this helps
Cheers!!!