Game Development Community

Rotating models.

by Braveheart · in Torque Game Engine · 09/30/2007 (8:29 pm) · 5 replies

Hey guys,

just bought TGE and I love how simple things are :). I'm going though the getting started tutorial but one thing I've noticed and also wondered and never figured out in the demo is, you can't seem to rotate models... I can move them along all the axis but how do I rotate them? It's bugging me and I'm sure it's possible. Just kind of annoying the getting started tutorial which is meant to be the absolute basics doesn't cover this...

Thanks in advance ;)
Robbie.

#1
09/30/2007 (8:33 pm)
Hold down the alt key and the gizmo will show rotation.

*if its not alt then its ctrl (I'm at work at the moment)- one does rotation, the other fine movement.
With the fine movement - don't pick the object up on the axis lines.
#2
09/30/2007 (8:39 pm)
Thanks. I have another two questions;

Everytime I save my mission, exit the game engine, start it up again and try to load it, it tells me i have "the wrong version of the game engine and couldn't connect to the server" then it shuts down. What the hell??

And also, I'm wondering how to get the game engine to run in fullscreen, not just the game but when I'm editing aswell. That small window is annoying :p.

Thanks again.
#3
09/30/2007 (8:46 pm)
@Robbie,

"the wrong version" issue is that you've probably added a model (or some other content) but missed copying a texture or something in your working game directory, hit your ampersand "~" and it will drop down your console log when this happens and it will tell you what specific file it couldn't find. Alternately you could open up the console log and it will list what files it had trouble loading.

To run in full screen do the same thing that you would in game, control O, select the drop down full screen option and set you resolution and click apply. That should do it.

- Alan
#4
09/30/2007 (8:58 pm)
Thanks, it seems though that it just closes after trying to load up now... I've checked the log but it has a lot of stuff in it. I'll just start again. :\


Also the full screen thing, will that open up in fullscreen to everyone when I finally distribute my game? Anyway to make it just maxamize like an application so i can still switch between programs etc.

EDIT: Once ready to distribute my game, do I just make a copy of the "TorqueDemo" .exe and rename that, or just rename the original?

Thanks.
#5
09/30/2007 (9:51 pm)
You can also open the .MIS file in a text editor and remove the last few things that you remember adding up to the point that it started not loading, just remember to watch your brackets so you don't get only part of a data block.

The full screen thing can be set in I believe client prefs.cs, (someone correct me if I'm wrong on this, don't want to scroll through it right now). That should keep your game preferences until the end user sets their own preferences/options.

You can name the .exe whatever you want, and when you get into it a little more their is a thread somewhere explaining how to compile your own icon in place of the standard TGE one...but that's probably a bit down the road.