New to Torque Game Engine - please help
by Michael Doerr · in General Discussion · 03/18/2008 (3:21 am) · 9 replies
Hello everybody,
I am totally new to the Torque game engine, and I desperatly need help.
I went through all documentations and tried to start a new game, but ...
First questions:
- how can I start the GUI and World editors within MacOS X - F10 and F11 are used
by MacOS X !!!!
- how can I load mission files into the world editor (within the tutorial.base)
- how can I load different GUIs into the GUI editor (it loads just one!)
Thanks a lot,
Michael
P.S.: Is there a good Beginners tutorial?
I am totally new to the Torque game engine, and I desperatly need help.
I went through all documentations and tried to start a new game, but ...
First questions:
- how can I start the GUI and World editors within MacOS X - F10 and F11 are used
by MacOS X !!!!
- how can I load mission files into the world editor (within the tutorial.base)
- how can I load different GUIs into the GUI editor (it loads just one!)
Thanks a lot,
Michael
P.S.: Is there a good Beginners tutorial?
#2
Thanks for your kind answer.
Concerning GUI and Mission Editor: now I can open it, thank you ;-)
You wrote "You'll find an assortment of tutorials on the site, but if you are looking for the bare minimum, I can get you started here:
Getting Started Tutorial (online)
My Tutorial: Part 1
My Tutorial: Part 2
My Tutorial: Part 3"
I already went through the "My tutorials" - but I couldn't get the Super.Tag to run
(my compiled Torque Engine crashes when using my own scripts), so I tried the download Supertag-File,
that works!
Concerning the shortcuts F10 and F11:
I saw the posts, but it doesn't work on my Mac - it still doesn't
open the Editors :-(
Thanks,
Michael
03/19/2008 (4:17 am)
Hi Michael ;-)Thanks for your kind answer.
Concerning GUI and Mission Editor: now I can open it, thank you ;-)
You wrote "You'll find an assortment of tutorials on the site, but if you are looking for the bare minimum, I can get you started here:
Getting Started Tutorial (online)
My Tutorial: Part 1
My Tutorial: Part 2
My Tutorial: Part 3"
I already went through the "My tutorials" - but I couldn't get the Super.Tag to run
(my compiled Torque Engine crashes when using my own scripts), so I tried the download Supertag-File,
that works!
Concerning the shortcuts F10 and F11:
I saw the posts, but it doesn't work on my Mac - it still doesn't
open the Editors :-(
Thanks,
Michael
#3
Happy to help out, Michael. Let's keep it going.
Super.Tag - When you put your own scripts in, and there is a crash or bug, the first thing you should check is the console output. This is usually a text file saved out as console.log. Always read this to see what errors you may have: syntax, bad function call, critical error, etc. Let me know what you come up with.
Shortcut keys - I'm confused.
Then you say:
Does this mean you got the editors to work on a Windows OS, but couldn't on a Mac? I'll ask another source what they recommend. In the mean time, you always have the option to change the key binding via script.
Again, I've never touched a Mac, but this should work.
1. Open up example/creator/editor/editor.cs.
2. Toward the end of the file, you should find the following line of code:
Give that a shot. If that works, we can change the GUI Editor binding as well. I had to do this, even on a Windows OS, because I needed the keys for debugging in VS.
03/19/2008 (5:35 am)
For clarity of the remaining post, especially for others who might read, you can call me "Mich." =)Happy to help out, Michael. Let's keep it going.
Super.Tag - When you put your own scripts in, and there is a crash or bug, the first thing you should check is the console output. This is usually a text file saved out as console.log. Always read this to see what errors you may have: syntax, bad function call, critical error, etc. Let me know what you come up with.
Shortcut keys - I'm confused.
Quote:
Concerning GUI and Mission Editor: now I can open it, thank you ;-)
Then you say:
Quote:
Concerning the shortcuts F10 and F11:
I saw the posts, but it doesn't work on my Mac - it still doesn't
open the Editors :-(
Does this mean you got the editors to work on a Windows OS, but couldn't on a Mac? I'll ask another source what they recommend. In the mean time, you always have the option to change the key binding via script.
Again, I've never touched a Mac, but this should work.
1. Open up example/creator/editor/editor.cs.
2. Toward the end of the file, you should find the following line of code:
// The editor action maps are defined in editor.bind.cs GlobalActionMap.bind(keyboard, "f11", toggleEditor);3. Change the "f11" part to a key binding that will work for you.
Give that a shot. If that works, we can change the GUI Editor binding as well. I had to do this, even on a Windows OS, because I needed the keys for debugging in VS.
#4
And with your help, I can change the keybinding.
But I "hacked" the GUI-Files and put in the buttons with a simple texteditor, so I have buttons for both editors, and I could use them ...
So now I have to learn how to create a first mission - hard work :-(
Thanks,
Michael
03/25/2008 (5:06 pm)
Well, I can now open different files in the GUI and Mission Editor ...And with your help, I can change the keybinding.
But I "hacked" the GUI-Files and put in the buttons with a simple texteditor, so I have buttons for both editors, and I could use them ...
So now I have to learn how to create a first mission - hard work :-(
Thanks,
Michael
#5
03/25/2008 (5:10 pm)
Glad you got goin' Michael. Game development is hard, slow work...but the rewarding feeling of completing something is well worth it.
#6
BTW: which editor should I choose for interiors?
(It sould exist here in the forum a board for beginners!)
03/25/2008 (5:14 pm)
Oh, you are online ;-)BTW: which editor should I choose for interiors?
(It sould exist here in the forum a board for beginners!)
#7
I highly recommend you use Constructor to make your interiors. As with most 3D content creation apps, there is a learning curve, but you'll find it may be the easiest for you to use considering the alternatives.
03/25/2008 (5:22 pm)
I'm pretty much online every waking hour of the day (8:30am - 10pm EST)....I highly recommend you use Constructor to make your interiors. As with most 3D content creation apps, there is a learning curve, but you'll find it may be the easiest for you to use considering the alternatives.
#8
03/25/2008 (5:38 pm)
Thanks alot, I find it on the GarageGames-Page and downloading it :-)
#9
I'm not really a game developer, I'm an Architect working in the film industry. And I believe the TGE has great potential for use as a tool in the visualistion and design of film sets. I think that there most definitely should be a more user friendly (ie non-programming ) toolset for rapid prototyping. I have a few ideas as an end user of what I would like to see if anyone would be intererested in developing the ideas further. Obviously this is a serious project though non-commercial. And may involve finacial renumeration. I have had good (not great) success with Octaga VRML but TGE though less user friendly has far greater potential. Thats a little off topic, and probably here is not the place to post. But right now I could do with a little help.
I've been using TGE for about a week, a frustrating week mainly but in a strange way quite satisfying. As I say I am very impressed. I love the rainy forest demo its amazing. Anyway I am a very experienced 3dmodeller and have had very little trouble with DIF DTS DSQ etc exporters and getting them into the game. The pipeline is a little clunky for rapid protoyping but OK. I have even had success with changing characters , and having multiple guys(korks?) running aroung (great fun). I'm not really interested in complex AI just wandering around and stopping occasionally looking around, avoiding other NPCs and objects. Fine. Even stopping in little groups for a moment and then moving on. Great. Dedicated paths all fine. No problem.
But for the life of me I cannot find any resources or tutorials on getting multiple different charcters into the game. I've tried everything I could think off as a non-programmer and its beyond me. I would like basically to, say walk into a village for instance, walk up the main street (like i guess in Viking on the XBOX360) and a have multiple characters wandering about including er.. dogs cats chickens etc. Horses and carts moving about. Not with any real purpose just as ambience to visualise the scence. Nice lighting rain etc. Modelling as I say, skinning etc not a real problem, though having one DTS shape referencing multiple skins would be good.
So to recap how do I integrate multiple different NPCs with basic AI into TGE. .
Any response would be greatly appreciated and any thoughts on TGE as a visualisation tool would be most welcome. I would love to use TGEA but I fear thats a little beyond me, but if anyone has any ideas I would be very interested. Frame rate isn't really an issue with visualistion as such, less than 5fps is pushing it though, but I would like to know the draw limit of TGE. I think the max dtsexporter can only export 20000 triangles max then crashes. Its quite important to know the mits when rapid prototyping is involved you don't really have the luxusry of time to optimize. Again thoughts and ideas, welcome.
Thanks
BuildIT seems interesting by desmond fletcher. So directly to you sir if you have any ideas I would love to hear them.
05/02/2008 (5:11 am)
Hello there, first of all let me say how much I really enjoy TGE, and the total respect I have for the everyone making and using the tools. Fantastic work. Very clever people.I'm not really a game developer, I'm an Architect working in the film industry. And I believe the TGE has great potential for use as a tool in the visualistion and design of film sets. I think that there most definitely should be a more user friendly (ie non-programming ) toolset for rapid prototyping. I have a few ideas as an end user of what I would like to see if anyone would be intererested in developing the ideas further. Obviously this is a serious project though non-commercial. And may involve finacial renumeration. I have had good (not great) success with Octaga VRML but TGE though less user friendly has far greater potential. Thats a little off topic, and probably here is not the place to post. But right now I could do with a little help.
I've been using TGE for about a week, a frustrating week mainly but in a strange way quite satisfying. As I say I am very impressed. I love the rainy forest demo its amazing. Anyway I am a very experienced 3dmodeller and have had very little trouble with DIF DTS DSQ etc exporters and getting them into the game. The pipeline is a little clunky for rapid protoyping but OK. I have even had success with changing characters , and having multiple guys(korks?) running aroung (great fun). I'm not really interested in complex AI just wandering around and stopping occasionally looking around, avoiding other NPCs and objects. Fine. Even stopping in little groups for a moment and then moving on. Great. Dedicated paths all fine. No problem.
But for the life of me I cannot find any resources or tutorials on getting multiple different charcters into the game. I've tried everything I could think off as a non-programmer and its beyond me. I would like basically to, say walk into a village for instance, walk up the main street (like i guess in Viking on the XBOX360) and a have multiple characters wandering about including er.. dogs cats chickens etc. Horses and carts moving about. Not with any real purpose just as ambience to visualise the scence. Nice lighting rain etc. Modelling as I say, skinning etc not a real problem, though having one DTS shape referencing multiple skins would be good.
So to recap how do I integrate multiple different NPCs with basic AI into TGE. .
Any response would be greatly appreciated and any thoughts on TGE as a visualisation tool would be most welcome. I would love to use TGEA but I fear thats a little beyond me, but if anyone has any ideas I would be very interested. Frame rate isn't really an issue with visualistion as such, less than 5fps is pushing it though, but I would like to know the draw limit of TGE. I think the max dtsexporter can only export 20000 triangles max then crashes. Its quite important to know the mits when rapid prototyping is involved you don't really have the luxusry of time to optimize. Again thoughts and ideas, welcome.
Thanks
BuildIT seems interesting by desmond fletcher. So directly to you sir if you have any ideas I would love to hear them.
Employee Michael Perry
ZombieShortbus
Welcome to the community =)
I am not a Mac user, but I did a quick search of the forums and found one answer. Have you tried pressing Command (Apple) + F10 or Command (Apple) + F11?
To edit your current mission, you run the Mission Editor. To edit a different mission, click on File-->Open Mission. Navigate to the file location of the mission you want to edit, and open it.
Now, for your GUI Editor question. This might change depending on any changes you've made, and which engine you are using, but you will typically have a drop down box below your main menu bar. Knowing the name of whatever GUI you were viewing when you launched the editor will help you find this box.
For instance, if you were playing the game launched the editor, PlayGui will be the name of your current GUI. Just look for that title in a drop down box. Once you find it, click that box and scroll through the loaded GUIs to find the one you want to edit.
You'll find an assortment of tutorials on the site, but if you are looking for the bare minimum, I can get you started here:
Getting Started Tutorial (online)
My Tutorial: Part 1
My Tutorial: Part 2
My Tutorial: Part 3
I'm also working on new docs and tutorials for GG, so be patient =). More good stuff to come.