Help Needed: Installing TGE
by The Red · in Torque Game Engine · 07/02/2008 (9:59 am) · 5 replies
I just bought it and thought as long as I met system reqs I could just install it and begin using it.
But I can only open the Tutorial Base and demos, and cannot seem to create any projects which can be saved (nothing I save in the Tut Base can be opened; its like they aren't saved).
How do I get this thing going?
But I can only open the Tutorial Base and demos, and cannot seem to create any projects which can be saved (nothing I save in the Tut Base can be opened; its like they aren't saved).
How do I get this thing going?
#2
I got a reply from support, and things have worked out. Have discovered that there is no "file > new" type interface and that everything is begun from the demos.
Thanks.
07/03/2008 (1:23 pm)
No theres just a lot of confusing in some of the help files/sites. A lot of it is just dated, and so the information is confusing.I got a reply from support, and things have worked out. Have discovered that there is no "file > new" type interface and that everything is begun from the demos.
Thanks.
#3
Also, go check out the "\data\missions" folder. You could make a copy of some of the sample missions and rename them. For example, copy barebones.mis and barebones.ter, rename your newly copied files to mission1.mis and mission1.ter. Edit the mission1.mis file and change the "TerrainBlock" datablock variable "terrainFile" to point to mission1.ter, then save the file. You could repeat this as many times as you wanted to create multiple blank template missions. Once done, start torque and load the mission you wish to edit, press F11 and start populating/modifying your world.
There is a lot more that can be modified, check out the client scripts (\client\scripts\*.cs) and server scripts (\server\scripts\*.cs). This is where the majority of the torque scripting is done. Player creation, weapons, animations, etc.
All of your interiors, sky boxes, terrians, sounds, environments and shapes are stored in the \data folder.
This is a pretty basic way to get started on something of your own. Once you get the hang of this and the overall torque structure, you will see how much more powerful it really is and will be able to take this many steps further.
07/03/2008 (3:10 pm)
Based on my interpretation of your question, your best bet would probably be to make a copy of one of the demo folders (i.e. starter.fps) and rename it to something like "myfps". Then modify the main.cs file to start that project by default. Then just start the torque executable. Load a level, press F11, and start editing. Also, go check out the "\data\missions" folder. You could make a copy of some of the sample missions and rename them. For example, copy barebones.mis and barebones.ter, rename your newly copied files to mission1.mis and mission1.ter. Edit the mission1.mis file and change the "TerrainBlock" datablock variable "terrainFile" to point to mission1.ter, then save the file. You could repeat this as many times as you wanted to create multiple blank template missions. Once done, start torque and load the mission you wish to edit, press F11 and start populating/modifying your world.
There is a lot more that can be modified, check out the client scripts (\client\scripts\*.cs) and server scripts (\server\scripts\*.cs). This is where the majority of the torque scripting is done. Player creation, weapons, animations, etc.
All of your interiors, sky boxes, terrians, sounds, environments and shapes are stored in the \data folder.
This is a pretty basic way to get started on something of your own. Once you get the hang of this and the overall torque structure, you will see how much more powerful it really is and will be able to take this many steps further.
#4
Tony
07/03/2008 (3:43 pm)
I would also suggest reading the thread Torque 101 Intro to Torque. It should have some information that you may find useful.Tony
Torque Owner Infinitum3D
I always recommend starting with the gettingstarted.pdf
Then you can change from tutorialBase to Starter.FPS
Tony