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Feel free to post any criticism, suggestions, bugs (missing images or dead hyperlinks), outdated information, etc.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.
#142
docs.torquepowered.com/tgea/official/content/documentation/Getting%20Started/Get...
In that section it shows clearly and easily what is needed to integrate the DXSDK into Torque. This should be in the new docs as it was in the old docs and is a necessary step to working with the engine itself.
02/16/2010 (12:32 am)
Michael, I still do not see where you have DirectX setup information as you did back in the TGEA docs. Maybe it seems simple, logical, or straight-forward to some, but it should be mentioned in the new docs for those who might over look it or are just starting their foray into C++. Just for kicks I compiled using a fresh install of VS2008 and it failed. I have not tested to see if installing DXSDK after VS2008 automatically updates the latter as it was previously installed.docs.torquepowered.com/tgea/official/content/documentation/Getting%20Started/Get...
In that section it shows clearly and easily what is needed to integrate the DXSDK into Torque. This should be in the new docs as it was in the old docs and is a necessary step to working with the engine itself.
#143
02/17/2010 (7:23 am)
It would be very helpful to have a subsection to GUI Editor called Full Reference that breaks out each GUI element type and their associated parameters. As it stands now, I tend to fall back on an old TDN entry which is only slightly helpful: (TDN article here).
#144
Every time Michael ask for ideas, the tutorials came up as some sort of obsession, but imho, an strong API documentation should be the main idea behind a documentation effort.
02/17/2010 (10:10 am)
As a matter of fact, in terms of script API reference, the current docs are still near null, but this need has been mentioned a couple of times in the time Michael has been receiving feedback, and Im sure he has notes on this.Every time Michael ask for ideas, the tutorials came up as some sort of obsession, but imho, an strong API documentation should be the main idea behind a documentation effort.
#146
02/17/2010 (8:11 pm)
The next button does not seem to always work and you have duplicate documentation for the shape editor and the sketch tool, under the artist documentation
#147
Mouse question and answers
Mouse inversion resource
Mouse zoom 2002-with smoothing updates from 2006
These are all older and could use a bit of sprucing as you need to go through all the comments to really make them useful.
However in the process of adding those in some explanation of the various effects and how to add these in as GUI elements would be wonderful. BTW, I like the tutorials so far and I look forward to more of your great work!
02/20/2010 (1:53 pm)
Earlier I had mentioned options GUI (which they recently updated WOO! Details on changes and how to add/change options would be nice) and also controls GUI tutorials, i.e. mouse or Joystick controls. Here are the links. The following are three mouse resources, one two for inverted mouse and another for a scaling/controllable and smooth zoom.Mouse question and answers
Mouse inversion resource
Mouse zoom 2002-with smoothing updates from 2006
These are all older and could use a bit of sprucing as you need to go through all the comments to really make them useful.
However in the process of adding those in some explanation of the various effects and how to add these in as GUI elements would be wonderful. BTW, I like the tutorials so far and I look forward to more of your great work!
#148
Let me know if you want typos or not. I won't waste your time (hehe or mine reporting them) They are usually editorial problems and not something that interferes with readability, they just look tacky.
HERE
"... play background music?
One way is to place an SFXEmitter in your level and let it stream a 2D looping music track.Another way is to manually trigger playback directly from script. "
OH! and talking about tutorials.. a little something about sounds/music and setup would be nice, maybe something to stream and be able to choose from multiple music tracks.
Thanks!
02/21/2010 (1:39 pm)
Michael - I don't know how much you care about typos (we all make them...) at the following link, shown below also, track.Another missing whitespace...Let me know if you want typos or not. I won't waste your time (hehe or mine reporting them) They are usually editorial problems and not something that interferes with readability, they just look tacky.
HERE
"... play background music?
One way is to place an SFXEmitter in your level and let it stream a 2D looping music track.Another way is to manually trigger playback directly from script. "
OH! and talking about tutorials.. a little something about sounds/music and setup would be nice, maybe something to stream and be able to choose from multiple music tracks.
Thanks!
#149
Hi Michael I want to try to push an idea to you...
Some times, and lately more often, we'll see some very usefull infos spread in forum posts by great knowledge sources (I think to people as Tom[Spillman], Rene Damm, Russel Fincher, Konrad Kiss, Steve Yorkshire...)that are not yet covered in the official docs...
And most of the time I came across them only occasionally and I really never ever searched or thought about the subject...
Now, what about a section of the site that link to those pages that contains this sorta of "unofficial docs"?
I see that usefull for torque users as well as for the docs team as those can be a reminder for aspect to be covered in the official docs and as a start point for writing the docs also maybe... for example see those:
- Making sense of Autobillboards
- Torque 3D 1.1 Alpha SFX Workflows
Waiting your opinion on this idea I'm yet starting to collect those info for myself on a sort of personal documentation compilation as I really see usefull to have this sorta of info in a categorized layout...
02/22/2010 (8:03 am)
@Michael:Hi Michael I want to try to push an idea to you...
Some times, and lately more often, we'll see some very usefull infos spread in forum posts by great knowledge sources (I think to people as Tom[Spillman], Rene Damm, Russel Fincher, Konrad Kiss, Steve Yorkshire...)that are not yet covered in the official docs...
And most of the time I came across them only occasionally and I really never ever searched or thought about the subject...
Now, what about a section of the site that link to those pages that contains this sorta of "unofficial docs"?
I see that usefull for torque users as well as for the docs team as those can be a reminder for aspect to be covered in the official docs and as a start point for writing the docs also maybe... for example see those:
- Making sense of Autobillboards
- Torque 3D 1.1 Alpha SFX Workflows
Waiting your opinion on this idea I'm yet starting to collect those info for myself on a sort of personal documentation compilation as I really see usefull to have this sorta of info in a categorized layout...
#150
edit: here's a link
@Mich: Hope things are going well with the new docs, Mich.
There is just one thing though, I'm looking for a full reference of all in-engine functions and stuff, like raycasting, in-engine objects/handles/pointers (if any), etc.
I saw that the function for raycasting is in the new area of the docs about making an RTS and all, but we really do need full reference. Are you working toward a full reference guide, or not? It would really be helpful to help experienced coders to skip alot of tutorals and just start digging into the meat of the engine, and would also be helpful for long-time users who look at it and go (oh I didn't know they had that function for bone movement[just and example]).
If there is already one of these that is at least semi updated I'd like to know, because that's the way I learn ^^'. Tutorials only go so far, reference guides is where the real learning is.
03/11/2010 (8:35 am)
@Giorgio: I think that is the Torque Developer Network, but it needs to be updated to accomodate Torque3D rather than TGEAedit: here's a link
@Mich: Hope things are going well with the new docs, Mich.
There is just one thing though, I'm looking for a full reference of all in-engine functions and stuff, like raycasting, in-engine objects/handles/pointers (if any), etc.
I saw that the function for raycasting is in the new area of the docs about making an RTS and all, but we really do need full reference. Are you working toward a full reference guide, or not? It would really be helpful to help experienced coders to skip alot of tutorals and just start digging into the meat of the engine, and would also be helpful for long-time users who look at it and go (oh I didn't know they had that function for bone movement[just and example]).
If there is already one of these that is at least semi updated I'd like to know, because that's the way I learn ^^'. Tutorials only go so far, reference guides is where the real learning is.
#151
Henry Todd elaborates on how the projectile hit works based on prediction, lag compensation, and some comparison with the Source engine.
03/27/2010 (9:05 am)
Very good thread: Weapon Prediction.Henry Todd elaborates on how the projectile hit works based on prediction, lag compensation, and some comparison with the Source engine.
#152
I've been working on the organization of the CHM, since it has become a full on TorqueScript manual. We want to make sure it's easy for someone to just jump straight to what they want to read about:

If you would rather just look through the updates and good news, you can start reading here.
Additionally, we are now hiring. We have an open position for a technical writer, which you can read about here. If you are interested, please read through the offer and then e-mail me.
03/29/2010 (7:14 am)
UPDATE: For those of you who have access to the private forums, we have a very long thread about the state of Torque 3D documentation. This mostly has to do with API reference, which is what we are focused on right now. We have the entire Torque 3D team, and part of the Torque 2D team, working on the documentation.I've been working on the organization of the CHM, since it has become a full on TorqueScript manual. We want to make sure it's easy for someone to just jump straight to what they want to read about:

If you would rather just look through the updates and good news, you can start reading here.
Additionally, we are now hiring. We have an open position for a technical writer, which you can read about here. If you are interested, please read through the offer and then e-mail me.
#153
1. Offline Official Documentation does not match Online Official Documentation. The Documentation contained within the Demo, that I downloaded, looks to have more resources than the Online material. However, I'm unsure which is the most update version, so maybe a date of last update might help. (Edit: Looks like you are aware of this, but a last update date might be handy anyway)
2. Official Documentation has typo's. For example: Under Scripting\Simple\Creating Functions\Creating the Script\, for the function printGameInformation, you use a local gametype (%gametype), instead of the global gametype ($gametype). It led to gametype not being displayed when I executed the function as is. So I had to analyze further.
3. Unable to follow the steps indicated. Under Scripting\RTS Prototype\Mouse-Driven Input\,... actually all of RTS Prototype I had difficulty with. I followed the steps indicated, but when I tried to run the program, it wouldn't work they way you mentioned. For example, I tried the Mouse-Driven Input, removing the spawn spheres, changing the spawnClass and spawnDatablock (as well as the other steps), and when I ran the game I got "Unable to create a player with class AIPlayer and datablock BoomBotData. Starting as an Observer instead."
I'm going to continue my search through the forums and resources for solutions. But it is a needle in a haystack. I look forward to seeing statements like "is not as strict as a low level language like C++.", which doesn't fill an individual with confidence, being fixed.
04/05/2010 (6:16 pm)
Okay, I'm trying to use the Documentation, forums, and resources in order to create a demo for my class. However, I've encountered a couple of problems that I should let you all know about (if you aren't already aware of these problems).1. Offline Official Documentation does not match Online Official Documentation. The Documentation contained within the Demo, that I downloaded, looks to have more resources than the Online material. However, I'm unsure which is the most update version, so maybe a date of last update might help. (Edit: Looks like you are aware of this, but a last update date might be handy anyway)
2. Official Documentation has typo's. For example: Under Scripting\Simple\Creating Functions\Creating the Script\, for the function printGameInformation, you use a local gametype (%gametype), instead of the global gametype ($gametype). It led to gametype not being displayed when I executed the function as is. So I had to analyze further.
3. Unable to follow the steps indicated. Under Scripting\RTS Prototype\Mouse-Driven Input\,... actually all of RTS Prototype I had difficulty with. I followed the steps indicated, but when I tried to run the program, it wouldn't work they way you mentioned. For example, I tried the Mouse-Driven Input, removing the spawn spheres, changing the spawnClass and spawnDatablock (as well as the other steps), and when I ran the game I got "Unable to create a player with class AIPlayer and datablock BoomBotData. Starting as an Observer instead."
I'm going to continue my search through the forums and resources for solutions. But it is a needle in a haystack. I look forward to seeing statements like "is not as strict as a low level language like C++.", which doesn't fill an individual with confidence, being fixed.
#154
1. Once I click Play Game, from the mainmenugui, I would like to go into a specific ".mis" room. However, it seems like chooseLevelDlg gui is the other way to do that so far. So maybe an expansion on how to manipulate the gui to effect the specific room?
2. Another idea that my partner and I are trying to work on is switching between the rooms/missions. We've created two rooms, the idea is to have an overview map and a "battle map" (rpg), and be able to switch between them. (Not sure if its possible, but we are looking for what we can find) So far I haven't seen anything about how to switch between the multiple missions (the multiple .mis files). So having that within the tutorial/documentation might be helpful.
3. The last suggestion that my partner and I can think of is AI control. Setting up the player controlled actor was shown, but what are the steps needed to have AI controlled actors?
04/05/2010 (6:56 pm)
Couple of other suggestions. My partner and I have been searching around for the following items, but haven't found them necessary steps to implement them yet. (There may be steps still hidden within the forums that I haven't found yet)1. Once I click Play Game, from the mainmenugui, I would like to go into a specific ".mis" room. However, it seems like chooseLevelDlg gui is the other way to do that so far. So maybe an expansion on how to manipulate the gui to effect the specific room?
2. Another idea that my partner and I are trying to work on is switching between the rooms/missions. We've created two rooms, the idea is to have an overview map and a "battle map" (rpg), and be able to switch between them. (Not sure if its possible, but we are looking for what we can find) So far I haven't seen anything about how to switch between the multiple missions (the multiple .mis files). So having that within the tutorial/documentation might be helpful.
3. The last suggestion that my partner and I can think of is AI control. Setting up the player controlled actor was shown, but what are the steps needed to have AI controlled actors?
#155
04/07/2010 (6:58 am)
Let's figure out how to divide and concur all of the problems with this engine and ask for the 150,000 users to help in the process while making it fun and interactive. If Garagegames divides the entire engine up into quantifiable sections and posts help wanted signs for each section then we all… by all I mean the people who really want to help for free so they can actually get something working… could sign up and become part of online teams to test, troubleshoot, design and post in their designated area thus benefiting the entire group. If only 1% of the 150,000 sign up to help that means this engine would have an extra 1,500 employees. If this 1,500 were divided up in to teams of 7… which is the largest a group can be before it stops functioning… garagegames would then have 214 teams to work on everything and get everything working and help build this engine into something understandable that can be quantified and taught in an academic environment.
#156
We've actually tried that type of approach at least twice in the past. It didn't work out so well.
04/07/2010 (7:06 am)
@RussellWe've actually tried that type of approach at least twice in the past. It didn't work out so well.
#157
However, we now have an official position on our team: InstantAction Hiring Tech Writer For Torque. I encourage anyone who wants to help make Torque documentation better, and make money in the process, to e-mail me their resume.
04/07/2010 (7:10 am)
@Russell - That would be really great, but a nightmare to manage. Just in the realm of documentation, I have only gotten one or two serious offers in the past year or so offering help with the documentation.However, we now have an official position on our team: InstantAction Hiring Tech Writer For Torque. I encourage anyone who wants to help make Torque documentation better, and make money in the process, to e-mail me their resume.
#158
04/07/2010 (11:34 pm)
@Scott & Michael - So you all used a wiki prior and didn't work out?
#159
NB: missing image/link broken,image moved?
Artist Guide--Torque 3D Editors--Shape Editor
NB: missing all images or Deprecated/Moved section?
04/08/2010 (3:59 am)
Scripting--Advanced--TSShapeConstructor--Example 2: Adding a Mesh From an Existing DTS FileNB: missing image/link broken,image moved?
Artist Guide--Torque 3D Editors--Shape Editor
NB: missing all images or Deprecated/Moved section?
#160
04/08/2010 (9:44 am)
@Jim take a look at TDN that was the attempt they are referring too
Torque 3D Owner Gerry "Hermetic" Smith
I thought it was all ready to go and just waiting for the server problems to get resolved. Now that those issues are worked out I thought that would've been one of the first things to get pushed.
It is just something that I was most interested in digging into, and judging by the comments of others over the past few months I see I am not alone.
I see in the toolbox document section that there are User Guide links devoted to 'New Users', 'Artists', and 'Scripters'. I was hoping there would be more for programmers added before you moved on to devote most of your time to other projects like T2D.
Thanks and good work on what is there now.
Oh, and btw, if this is the right place, can I ask about that item under Edit in the Toolbox called "Query Doc Version". I like the idea of that, if it is what I think it is, but nothing seems to happen when I click on it.