Game Development Community

Welcome to the Torque 3D Beginner Forum!

by David Montgomery-Blake · in Torque 3D Beginner · 09/20/2012 (11:25 am) · 38 replies

Welcome to the Torque 3D Beginner Forum. This section of the forums is dedicated to people who are just getting started in Torque 3D and trying to find their feet. You can post any general Torque 3D questions and get answers from the community to help with your projects. This is the best place to ask general questions about developing games with Torque. We will be moderating these forums and moving topics as needed to ensure that discussion happens in the right places.

Please respect other developers, and have fun making games in Torque!

About the author

Community management and development, Educational computing systems and lab management, Flex, ActionScript, JavaScript, PHP, C++, C#, Perl, Python, Ruby, LUA, etc.

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#21
03/24/2013 (1:06 pm)
Found it, sorry guys
#22
03/25/2013 (11:52 am)
Hello, as I understand it I can create and sell a game commercially for free under the new Torque3D MIT license, I am curious as to if I would have to pay any extra fees to release a game that uses some of the assets purchased from the store at http://www.garagegames.com/products/torque-3d/add-ons?Other than the cost of those assets themselves, is there any other fees that I would incur to use them commercially? Thankyou. :)
#23
03/25/2013 (12:11 pm)
Many of the asset packs available in our store are from different developers and each have their own licensing. Generally speaking, most don't have any extra fees though a few packs are licensed for one game only and have to repurchased for use in another game. Check the EULA section of the product page for each product you're interested to see what the licensing is for the product.
#24
08/15/2013 (2:01 pm)
i think i may have posted in the wrong section i downloaded all the stuff to run t3d but i do not know how to install. I was wondering how i do that? Thank you
#25
08/16/2013 (10:27 am)
nevermind got it all figured out. thanks Richard your link really helped
#26
08/16/2013 (10:29 am)
after completing the first person shooter tutorial will I be able to build one level similar. or is it just a tutorial to give you a general idea of how it works
#27
09/26/2014 (12:28 am)
First post in over a year??...yikes. I'm a T3D noob so here goes:
I can't seem to get textures from CGtextures to show up in the material editor. I have resized ( I think ) in GIMP to 512X512 and exported as .jpg and .png, just going off what I already see in the material editor. Feedback or directions would be so appreciated. Love this program and have amazing ideas for creating worlds. Thanks.
#28
09/26/2014 (6:35 am)
Bobby Jones, best to create a new thread if you have an issue, gives you question more visibility. I only clicked on this one to see if there was a spam post due to the recent influx of forum spammers. ;)

But, while I am here ...

1. Check out the documentation (in the docs folder or online) to see the bit about using the material editor and how to create a new material via the editor.

2. If your texture is uv mapped to a model (and in the same folder as the model) it should show up with the model selected in the editor and the editor set to Matierals editor/tool.

3. Personally I always make my own materials.cs file in notepad or something (alternatively edit an existing one if your texture is in a folder which has one). Basically this involves copying and editing/customizing an existing material. I do this because then I know exactly where the definition is. Once the basics are in you can play with settings via the Material Editor (remember to restart Torque if you want all the new files/eidts to load).

singleton Material(my_texture_mat)//name of the material in the editor
{
   mapTo = "my_texture";//actual name of your image eg: my_texture.png
   materialTag0 = "custom";//tag for finding it in the material editor
};
#29
09/26/2014 (12:56 pm)
Thank you Steve, appreciate the response, new thread advice taken. I came to the conclusion,(and fear),that making my own .cs
stuff would be needed considering there is a terrible lack
of info on the subject ANYWHERE. None the less I have a path forward and for that I'm grateful!

Bobby
#30
09/27/2014 (5:56 am)
It's not that much of a hack, honest. ;)
If there already isn't a materials.cs file in the folder Torque has a tendancy to save everything to a new one it creates in the "art" folder, and I like my material definitions to be organized in the same folder as the model. Makes them easier to find manually.

If you're serious about dev, you might consider buying Torsion which is Torque's old IDE (made by another company hence why it's commercial and not open source). If you don't fancy splashing the cash I suggest using notepad++ which is free.
#31
09/27/2014 (7:54 am)
http://www.garagegames.com/products/torque-3d/documentation under World Editor -> Editors -> Material Editor, there is a quick explanation of how to edit existing materials and create new ones (that is, if the material editor save bug has been fixed).

But doing it by hand in script like Steve says is quick and easy if you just borrow anther material - you can then edit it in the Material Editor after that. As far as I've ever seen, the Material Editor had occasional fits saving new materials but always saved changes to existing materials just fine.
#32
09/28/2014 (12:54 am)
I'm currently making a splendid little map for BeamNG. I'm a budding "hobbyist", doing dev is WAY down the pike right now.

Here's my current "workflow": Download a free texture from CGTextures in .jpg format, send to Gimp for detail and normal in .png leaving diffuse as .jpg, copy to level art folder, restart Torque, open level then material editor, create new material. At that point, when selecting say the diffuse texture it fails to load. None of them load. They do not show in that levels materials .cs either. Hope this makes sense. I have been messing around with notepad and am not afraid to add .cs files if that's what's required. Thanks guys.
#33
09/29/2014 (7:26 am)
Sounds ... odd. :S

Make sure that they're power2 (512x512, 1024x1024 etc).
Try as a png instead of jpg.
Make smaller if they are huge. (eg shrink to 512x512 and test)
If all else fails, write the material file out manually in notepad.
#34
09/29/2014 (7:47 am)
You can also use optipng or EXIFtool to strip any garbage from headers of PNG's and JPG's that may be mucking up the loading process. Are you seeing anything in your console.log when you load the material?
#35
10/02/2014 (12:53 am)
I'm going to do a start over on the process and report back. May I ask what is the technical process T3D uses to see a new texture? If I place a new texture into a levels art folder does it automatically write a .cs for it? If I could get feedback on that process it would help me understand that and the DSO complication I read about. As for the console I'm ignorant. I have tried to get access to it from the main file folder and I see it, just can't get it open.

Bobby
#36
10/13/2014 (5:41 pm)
Okay, I think I answered my question in that T3D writes a material .cs after creating a new material in the material editor and my problem with the material no show was because I didn't have the texture in the game folder and was trying to retrieve it from the "downloaded textures" folder I put on the desktop. Once I put the textures into the game domain they showed up in the material editor.

Now the issue is the "pineneedle" texture is way out of proportion and scale when applied to the terrain. I downloaded the texture as a 1200X1400 or whatever, downsized it to 512X512 in GIMP and exported as follows:

Diffuse 512X512 .jpg
Displacement 512X512 .png
Normal 512X512 .png

GIMP doesn't offer a "detailmap" option.

Downsizing the texture is causing this scale issue I think. T3D is limited to a max texture size I've heard as well. How do I get the wonderful detail and macro stuff with a 512X512 texture??

Bobby
#37
10/03/2015 (8:19 pm)
I am new. If i download binary and the sourcecode form github, are they the same? I downloaded FPS tutorial, but it's not really the same with the FPS tutorial on the website. Can somebody help a bit?
#38
10/04/2015 (7:03 am)
The binary on GitHub is the same version as the source on GitHub. The FPS tutorial on the site was created with T3D 1.2, NOT the GitHub version. About 80% of it still applies, but of course the Torque Toolbox is no longer present so the entire last lesson is no longer relevant. There were some other changes made that may affect how some of the other parts are done as well.
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