Game Development Community

question bout moding torque

by Cedric Gaines · in Torque Game Engine · 09/26/2002 (5:42 pm) · 3 replies

Ok, I bought Torque (awaiting CD still)

and if we simply use the scripting lang. and mod the torque engine, after we finish our app, can we then create an .exe of our game or app. Or do we have to distrube some sorta player?

Cedric

#1
09/26/2002 (5:44 pm)
If all you do is modify scripts then once you compile the EXE you won't have to compile anything else. :-)
#2
09/26/2002 (5:47 pm)
wow that was quick,

So basically your saying that if we only modify scipts and objects (3d models) we CAN create an exe from that (without anytype of player) and if we modify the source files, then we will need to re compile the source and then make our exe.

Right?

Just making sure

Cedric
#3
09/29/2002 (7:51 pm)
Cedric,
In the simplest case, you could perhaps use the default character, but I'm not sure that would be a great idea. If you want to sell a game, you are going to have to create your own content:
> Character models w/ animations
> Buildings (otherwise known as interiors)
> Other game elements (rocks, trees, etc.; referred to as shapes in Torque docs).
> Scripts to do special things (triggers, etc.)
> Sky maps
> Textures for your water(s)
> Textures for your terrain

The list goes on...

However, If you just want to make a game for fun and distribute it for free, everything you need is in the Torque package:
- Default chacater
- A sample vehicle
- A flag (no textures applied, but easy to do)
- Sample textures

Once you compile the engine, all you need to do is:
1. Edit your mission map, chaging the terrain to meet your needs, and adding shapes and interiors and you like.
2. Separate out your content (from the provided examples) and make it available with the executable.

Step 2 is a little confusing at first since it is hard to determine what data/files are needed and which are not. I'm working on a separate starter mission with the bare minium files which I'll be using for any tutorials I decide to write. This is not available yet, but try my site occasionally: www.hallofworlds.com.

Also, on step 2, you don't need to distribute the .cs files (scripts) in the final version, but can either:

A. Distribute just the .dso (compiled scripts) files
B. Make a monolithic executable. This was done for Realm Wars. (If anyone from Realm Wars is reading this, could you add a comment on how you made the monolithic .EXE?).

Finally, nothing is a simple as it seems at first, but don't give up. This engine is great, I'm still a newb here, but I'm really getting the hang of how it works. You can too.

Best of luck to you on your project!
re-edited to fix link - EFM