TGBX 30-Day Trial
by Nicholas Prince · in Torque X 2D · 06/12/2007 (5:34 pm) · 9 replies
TGBX 30-Day Trial
Is there a way around the 30 day trial limit? Seeing as Torque X hasn't been released yet, and I was hoping to get it with my Creators Club.
Is there a way around the 30 day trial limit? Seeing as Torque X hasn't been released yet, and I was hoping to get it with my Creators Club.
#2
06/12/2007 (7:21 pm)
Spot on. As far as I know, we're still on track for Friday. I would wait till release if it's not critical that you continue working between now and then.
#3
06/12/2007 (7:33 pm)
Does this me we closed beta people get to see 3D stuff after friday ;)
#4
06/12/2007 (8:06 pm)
Friday it is. Thanks guys. :)
#5
It'll probably be another month or two (at least) before we have a build ready for testing. Right now we're ahead of schedule, so who knows. Anyway, it's not too far off, but we want to have something really solid before we start testing so's we can get feedback that's relevant to the final goals of the project.
06/12/2007 (8:46 pm)
Quote:Does this me we closed beta people get to see 3D stuff after friday ;)
It'll probably be another month or two (at least) before we have a build ready for testing. Right now we're ahead of schedule, so who knows. Anyway, it's not too far off, but we want to have something really solid before we start testing so's we can get feedback that's relevant to the final goals of the project.
#6
2D workflow is really great, drag and drop mostly. Will 3D work the same way?
And how about level editing? Level editing can be quite complicated in 3D and I'm can't see how it will all fit together within the current environment?
06/13/2007 (3:23 am)
I'm really curious how TGBX will support 3D. 2D workflow is really great, drag and drop mostly. Will 3D work the same way?
And how about level editing? Level editing can be quite complicated in 3D and I'm can't see how it will all fit together within the current environment?
#7
The first few Torque X beta releases with 3D support will most likely not have a tool though, so it will be strictly XML level editing. Then, I imagine, the tools will roll out with later beta versions. We really like the drag/drop functionality in the 2D tools, so you can expect to see the same ease of use with the 3D tools. Picture the same edit/create panel, but now dockable and much cleaner, and either a 2D or 3D view of the scene behind it. That's the general direction we're going.
It should be pretty cool when it all comes together.
06/13/2007 (7:48 pm)
That's the plan. The tools are undergoing a complete overhaul right now. All our C++ engine and tool tech is moving onto the same codebase so at some point in the future it will just be a tools suite that you can use to export levels for any of our engines. Justin DuJardin is currently heading that up. The first few Torque X beta releases with 3D support will most likely not have a tool though, so it will be strictly XML level editing. Then, I imagine, the tools will roll out with later beta versions. We really like the drag/drop functionality in the 2D tools, so you can expect to see the same ease of use with the 3D tools. Picture the same edit/create panel, but now dockable and much cleaner, and either a 2D or 3D view of the scene behind it. That's the general direction we're going.
It should be pretty cool when it all comes together.
#8
06/15/2007 (8:43 am)
Wow so does that mean TGE/TGEA will have tools similar to TGB?
#9
06/16/2007 (5:29 am)
Yep, that's the idea. ;)
Torque Owner Sam M