How to start?
by Martin M · in Torque X 2D · 11/30/2007 (2:17 pm) · 2 replies
Heya!
I'd like to try developing with TorqueX and have a few questions about it:
Today i downloaded the 1.5 Version of TorqueX, but the documentation did not include the T3D Namespace, any place i can get that?
Is there some tutorial/Starter/Sample arround for simple FirstPerson stuff? And if so.. is there a 'good' editor arround for doing 3D Indoor environments? (Like UNrealEd or something..).
And last - is TorqueX supposed to be XNA2 compatible?
Thanks in advance and sorry for the maybe stupid questions, but unfortunately i have not found the answers here yet ><
I'd like to try developing with TorqueX and have a few questions about it:
Today i downloaded the 1.5 Version of TorqueX, but the documentation did not include the T3D Namespace, any place i can get that?
Is there some tutorial/Starter/Sample arround for simple FirstPerson stuff? And if so.. is there a 'good' editor arround for doing 3D Indoor environments? (Like UNrealEd or something..).
And last - is TorqueX supposed to be XNA2 compatible?
Thanks in advance and sorry for the maybe stupid questions, but unfortunately i have not found the answers here yet ><
#2
I though the 3D stuff would be arround for quite a while - so sorry for those questions, most of it is clear then now *G*
11/30/2007 (2:36 pm)
Yuck.. then i was faster than expected *G* I though the 3D stuff would be arround for quite a while - so sorry for those questions, most of it is clear then now *G*
Associate David Montgomery-Blake
David MontgomeryBlake
TorqueX uses polysoup collision, so you should use XNA 3D models (.X and .FBX). I believe Blender has .X exporters and is free. I'm not sure if Wings3D or other free modeling packages support them.