Official Torque 3D Documentation Feedback
by Michael Perry · in Torque 3D Beginner · 10/21/2009 (1:59 pm) · 207 replies
=========================================================================
This Thread Is The Official Documentation Feedback Area For Torque 3D
If you want to quick search for all Torque 3D Doc Updates, perform a keyword search in your browser for "Documentation Update"
=========================================================================
Torque 3D Wiki
Documentation Landing Page
Official Documentation
By using this thread as a central source to leave documentation feedback, we can keep the other forums clean.
Feel free to post any criticism, suggestions, bugs (missing images or dead hyperlinks), outdated information, etc.
Purpose of the Thread:
- Provide a central thread for Torque 3D users to post their thoughts, suggestions, and criticisms about documentation.
Targets:
- Official documentation
Suggestions for Posts:
- What is the #1 thing you would like added to the official docs?
- What area of the docs do you think needs the most work?
- What do you see in other tech docs, be it for other Torque engines or non-Torque tech, that you think would be beneficial to have in the docs?
- Bring attention to resources, tutorials, articles, or community member submissions you think should be merged into the official docs
...etc, etc
So, the overall concept of this thread is pretty simple. This is your chance to talk until your face turns blue about what you want from the docs.
Be as clear, descriptive, and specific as you can!
You can find the archived feedback thread from the beta here: Beta Documentation Feedback.
7/17/09 Update: Tooltips work. Component Tutorials work in certain browsers. CLICK HERE for SVN Change Log.
7/31/09 Update: Posted full TOC for docs, using WIP template to hold spot for final docs to be written. CLICK HERE for SVN Change Log.
9/24/09 to 10/14/09 Update: CLICK HERE for full SVN change log
2/4/2010 Update: First major update to documentation pushed. Meant to coincide with 1.1 Beta, but full 1.1 docs are not finished. CLICK HERE for list of changes.
This Thread Is The Official Documentation Feedback Area For Torque 3D
If you want to quick search for all Torque 3D Doc Updates, perform a keyword search in your browser for "Documentation Update"
=========================================================================
Torque 3D Wiki
Documentation Landing Page
Official Documentation
By using this thread as a central source to leave documentation feedback, we can keep the other forums clean.
Feel free to post any criticism, suggestions, bugs (missing images or dead hyperlinks), outdated information, etc.
Purpose of the Thread:
- Provide a central thread for Torque 3D users to post their thoughts, suggestions, and criticisms about documentation.
Targets:
- Official documentation
Suggestions for Posts:
- What is the #1 thing you would like added to the official docs?
- What area of the docs do you think needs the most work?
- What do you see in other tech docs, be it for other Torque engines or non-Torque tech, that you think would be beneficial to have in the docs?
- Bring attention to resources, tutorials, articles, or community member submissions you think should be merged into the official docs
...etc, etc
So, the overall concept of this thread is pretty simple. This is your chance to talk until your face turns blue about what you want from the docs.
Be as clear, descriptive, and specific as you can!
You can find the archived feedback thread from the beta here: Beta Documentation Feedback.
Known Issues
- Docs are in progress7/17/09 Update: Tooltips work. Component Tutorials work in certain browsers. CLICK HERE for SVN Change Log.
7/31/09 Update: Posted full TOC for docs, using WIP template to hold spot for final docs to be written. CLICK HERE for SVN Change Log.
9/24/09 to 10/14/09 Update: CLICK HERE for full SVN change log
2/4/2010 Update: First major update to documentation pushed. Meant to coincide with 1.1 Beta, but full 1.1 docs are not finished. CLICK HERE for list of changes.
About the author
Programmer.
#62
11/12/2009 (2:39 pm)
Michael, to go back again to a shadow complex type of gaem, do you think this is possible by scripting only? At least the basic version I described? Or where would you see any engine changes necessary?
#63
11/12/2009 (2:42 pm)
@Andy S. - Oh, 100% script driven for sure.
#64
Just to start, is there somewhere a basic flowchart that shows how Torque starts up, which scripts calls which script and so on? I remember there was something similar once for TGE 1.2 or 1.4.
11/12/2009 (3:00 pm)
Sounds good ;-)! I think I start learning Torque3D by trying to do something like this myself. Then hopefully your tut comes along and I might learn even more. Just to start, is there somewhere a basic flowchart that shows how Torque starts up, which scripts calls which script and so on? I remember there was something similar once for TGE 1.2 or 1.4.
#65
11/12/2009 (5:00 pm)
@Andy - Nothing available in that area, yet. I have been creating rough drafts of charts for various systems, so I will add to that.
#66
Sorry for dragging up old docs ... but ... in the Material Editor I've just worked out how to do something and it (Reflection) is not covered in it's docs section.
In the Material Editor -> Advanced(all layers) -> Reflection, choosing a cubemap coats the material in what I guess used to be called an environmentMap/eMap. Reflection/emap appears to totally obscure the rest of the material but --- the intensity of Reflection is controlled by the alpha channel in the Diffuse texture.
Now, as Reflection is located beneath the translucency options which themselves require an alpha channel in Diffuse to function, this might have been taken as a given by the devs feeding you the info to write the docs - but I can't be the only muppet around here who didn't put 2 and 2 together.
Info found in an ancient snippit about emaps on TDN. Once again search function saves the day.
11/12/2009 (5:25 pm)
@Mr PerrySorry for dragging up old docs ... but ... in the Material Editor I've just worked out how to do something and it (Reflection) is not covered in it's docs section.
In the Material Editor -> Advanced(all layers) -> Reflection, choosing a cubemap coats the material in what I guess used to be called an environmentMap/eMap. Reflection/emap appears to totally obscure the rest of the material but --- the intensity of Reflection is controlled by the alpha channel in the Diffuse texture.
Now, as Reflection is located beneath the translucency options which themselves require an alpha channel in Diffuse to function, this might have been taken as a given by the devs feeding you the info to write the docs - but I can't be the only muppet around here who didn't put 2 and 2 together.
Info found in an ancient snippit about emaps on TDN. Once again search function saves the day.
#67
New docs are ready to be released, but there is a snag. The internal server we use to push documentation online is currently down. They are moving servers due to the relocation of the company. I have the docs but cannot distribute them until the servers are back up, which should be laster today (last I heard was 5:00pm).
A blog is going up today referencing those new docs, so I wanted to give you all a heads up. The blog is accurate, except the docs will not be available until tonight or tomorrow morning.
11/19/2009 (2:00 pm)
ATTENTION ALLNew docs are ready to be released, but there is a snag. The internal server we use to push documentation online is currently down. They are moving servers due to the relocation of the company. I have the docs but cannot distribute them until the servers are back up, which should be laster today (last I heard was 5:00pm).
A blog is going up today referencing those new docs, so I wanted to give you all a heads up. The blog is accurate, except the docs will not be available until tonight or tomorrow morning.
#68
11/20/2009 (4:00 pm)
sooooooo new docs?
#69
Big apologies for this. The move is disrupting a lot of things. I'm down to using my lap top which is a productivity killer. I still have the ability to generate docs, but I have to pull down the entire documentation and Torque 3D repo first.
11/20/2009 (4:11 pm)
@Kenneth - Not yet. The server responsible for pushing new documentation online did not come back up until 5:00pm. Then another issue delayed the process a few hours. I will be able to generated new docs later today, after the movers leave with all my stuff.Big apologies for this. The move is disrupting a lot of things. I'm down to using my lap top which is a productivity killer. I still have the ability to generate docs, but I have to pull down the entire documentation and Torque 3D repo first.
#70
11/21/2009 (11:42 am)
Hi Michael. Can we get a section under "Engine" to show us how to setup a Visual Studio build environment? Thanks
#71
Also note that the "reference" section title is mispelled.
Thanks Micheal!
11/21/2009 (11:45 am)
Dead link on Introduction page docs.garagegames.com/torque-3d/official/index.html?content/documentation/Introdu... at the "Reference" Section. The dead link is "Torque 3D C++ Engine Reference (right click, save link as...)".Also note that the "reference" section title is mispelled.
Thanks Micheal!
#72
Should be your
Michael, are typos and grammar important at this time? Will you be having someone go through and check those things later (will that be you?) Didn't know how important it is to give you feed back on stuff like typos and grammar.
11/22/2009 (2:24 am)
Getting started, Under precipitation: "The GroundPlane object provides you with a solid piece of geometry that acts as "floor" for you level, while ..."Should be your
Michael, are typos and grammar important at this time? Will you be having someone go through and check those things later (will that be you?) Didn't know how important it is to give you feed back on stuff like typos and grammar.
#73
11/22/2009 (9:28 am)
There's also a dead picture in the groundplanes section.
#74
11/23/2009 (9:11 am)
Is there any plan to give web publishing doc some love? To be specific I would like to know how javascript <-> torquescript communication work.
#75
I've been looking at the docs and I just want to say they're looking very good.
In the last IRC (T3D 1.1 topic) it sounded like you might have more docs to upload after the move?
Whatever the case, I'm looking forward to the continuing updates.
11/23/2009 (5:48 pm)
Michael,I've been looking at the docs and I just want to say they're looking very good.
In the last IRC (T3D 1.1 topic) it sounded like you might have more docs to upload after the move?
Whatever the case, I'm looking forward to the continuing updates.
#76
@Sei - I will eventually be able to get to that, mostly like in Beta or final release of 1.1
@Edward - Thanks! I should be able to push the new documentation online tomorrow. I will post when they are ready.
11/24/2009 (3:32 pm)
@Scott, David, Rich - Thanks for the error finds.@Sei - I will eventually be able to get to that, mostly like in Beta or final release of 1.1
@Edward - Thanks! I should be able to push the new documentation online tomorrow. I will post when they are ready.
#77
11/26/2009 (12:53 pm)
edit: Having worked through the scripting tutorials in full and overcome a couple of problems I'm going to rewrite this in a new post.
#78
@Scott, David, Rich - Thanks for the error finds.
@Sei - I will eventually be able to get to that, mostly like in Beta or final release of 1.1
@Edward - Thanks! I should be able to push the new documentation online tomorrow. I will post when they are ready.
@Michael
So what is the excuses this time for no doc?
and dont blame it on "Thanks Giving Day".
11/26/2009 (5:20 pm)
11/24/2009 (1:32 pm)@Scott, David, Rich - Thanks for the error finds.
@Sei - I will eventually be able to get to that, mostly like in Beta or final release of 1.1
@Edward - Thanks! I should be able to push the new documentation online tomorrow. I will post when they are ready.
@Michael
So what is the excuses this time for no doc?
and dont blame it on "Thanks Giving Day".
#79
11/26/2009 (7:24 pm)
It was Thanksgiving Day...
Torque Owner Mike Rowley
Mike Rowley
The problem here is, the collada exporters aren't all the same, so the objects imported are going to get munged. As an example, I use DeleD's collada exporter. Half of the time, my objects are imported with faces missing.
Having the dts format is a good thing. Having it documented so that it's easier to understand and make pluggins for, would be the best direction to go. Why spend the time and money to write a completely New format when you already have a perfectly good one already installed? That makes absolutely no sence to me. It's just a total waist of time and resources. Just take a little time and document the dts format. Faster and less expensive.