Game Development Community

Few Questions.

by George Fairs · in Artist Corner · 02/20/2009 (12:37 pm) · 10 replies

Hey, I am currently a beginner with Torque Game engine and Builder, and I have a few art questions for Engine, and Builder:

-For the Torque Game Engine, are there any tutorials that can teach me how to make my own textures for the ground, that I quite high quality.

-For Torque Game Builder, are there any tutorials that will help me make simple 3D shapes for Game Builder, because I want some better quality graphics for my 2D Games.

Sorry I am a bit vague, just alot going through my head... So thanks in advance to any helpful responses.

#1
02/20/2009 (1:15 pm)
Right now, Lara Engebretson is working on a video series for creating objects in Torque, which briefly covers textures.

And just want to make sure you've looked over our official artist docs here.
#2
02/20/2009 (2:00 pm)
Ahh, thanks these have been very helpful
#3
02/20/2009 (2:29 pm)
Also, try looking into isometric views if you want a 3d viewed game on a 2d engine.
#4
02/20/2009 (2:53 pm)
Quote:For the Torque Game Engine, are there any tutorials that can teach me how to make my own textures for the ground, that I quite high quality.
For TGE you'll be limited to 256 X 256 sized terrain textures. These textures will appear to stretch depending on your terrain's square size. Lowering the squareSize will increase the apparent quality of your terrain texture. The use of a "detailTexture" on the terrain will also help the close up visual quality, although you're limited to one detail texture per terrain.

I don't know anything about using TGB, so can't offer insight there.
#5
02/20/2009 (3:06 pm)
@Sane, ahh, thanks I didn't think of that

@Michael, I see, and speaking of detail textures, when I apply the default one, it make the ground (close up) look grey, and way of removing this?

Oh and in TGEA do you get more than one detail texture?

One last thing (sorry), any tutorials on creating and apply decent bump maps?
#6
02/20/2009 (4:04 pm)
You'll just have to experiment with different colors and patterns of detail textures and find one that best matches your overall terrain texture or terrain theme. I can't say I notice much of a color change when I use a detail texture -- but I'm colorblind.

In TGEa we're still limited to one detail texture per terrain, but you can adjust the texture density through a "texelsPerMeter" setting without having to lower the overall terrain size. You can also use higher resolution textures, I've used 2048 X 2048 textures but haven't tried anything higher.
#7
02/20/2009 (4:50 pm)
Hmm, are 2048 textures good, because I am considering getting TGEA even though I think I should learn TorqueScript alot more.

P.S. (I want to go into Game development as a career, and will TorqueScript help me later when learning C++ (which I am starting to learn currently))

Thanks
#8
02/20/2009 (5:25 pm)
Well, 2048 textures are much larger than 256 textures. Anything you learn so far as TorqueScript goes can be carried over into TGEa also. I'm sure it's even beneficial to know how to script in TGB.

TorqueScript has some similarities to C++, but is much easier to learn and use. Anything you learn for one can be "adjusted" for either language. So if you gain an understanding of TorqueScript and understand how to write some game logic in it, that knowledge will certainly be of help you when you learn C++ in earnest.
#9
02/20/2009 (5:41 pm)
Ok... Thanks

EDIT: Oh and anyways of helping me with my test collision script?

function player::onCollision(%this, %t2dSceneObject)
{
echo("hello");
}

I want to have it so when player collides with a scene object it stops, and echoes hello to console? Any ideas on fixing? (This is Torque Game BUILDER by the way)
#10
02/21/2009 (11:30 am)
That might be better answered in a TGB forum, but for me this:
function Armor::onCollision(%this, %obj, %col)
{
    echo("Hey!");
    echo(%this@" You-"@%obj@" just ran into something-"@%col);
    // ... and other code
}
Works just fine in TGE/TGEa.
%this = the id of the client
%obj = the id of the current player/armor object
%col = the id of the object just collided with

Check to see that TGB supports onCollision callbacks, and that the "player" namespace is correct for your player object.