Game Development Community

Potential buyer question

by Ronald J Nelson · in Torque Game Engine Advanced · 12/10/2007 (10:17 pm) · 6 replies

I am strongly considering upgrading from TGE to TGEA but have one big question about TGEA that I need to clear up the rumors I have heard.

Does the material property map system still work in TGEA? Since the majority of my game relies heavily on it, its a pretty important thing to me.

If it does not work, is there and different method in TGEA that I could setup to pass material values from objects?

#1
12/11/2007 (12:53 am)
One more thing, does TGEA support transpareny for Difs? I thought since you should be able to do it with shader support you might have gotten that as well.
#2
12/11/2007 (8:11 am)
I don't believe so since it causes problems with the lightmap generation and zoning (which is why it was not implemented into TGE's HEAD, I believe).

I don't know about the property mapping, though.
#3
12/11/2007 (2:50 pm)
Well I can deal without the transparency, that is an easy work around. The property map system is a key thing I need to know about.

Also, just for the sake of abuse for me, how hard is it to port over from TGE 1.5.2 to TGEA 1.03?
#4
12/11/2007 (3:12 pm)
It depends on the complexity of your project. AFX has taken a good long while and many programmer hours, but it touched a huge number of Torque's internals and fixed a number of issues in TGEA as a result. The starter kits, for example, would take significantly less time, though Alienforce could attest to that more than I could.
#5
12/11/2007 (8:21 pm)
OK with that said perhaps someone can tell me if MaterialPropertyMap is dead in TGEA or if you can still read from Difs and terrain files for material mappinf values like sounds and dust emitter colors?
#6
12/11/2007 (8:45 pm)
Last I heard it's still dead.