Game Development Community

Using TorqueX scene editor with Visual Studio 2008 Professional

by Derrick Lau · in Torque X 3D · 12/27/2009 (10:14 pm) · 13 replies

I'm trying to create a scene and add a model to it.

I use Visual Studio 2008 to create a new Torque X 3D project.
I then build the project.
Next, I open the TorqueX scene editor and open the default scene included.
I then import a 3D model with the scene editor, but it's not showing in the project assets area.
To make it show in the project assets, I have to add the model to the Visual Studio project (in the Contents area by adding an existing item), and build the project.
Then I restart TorqueX scene editor and reload the game project. The 3D asset is now available in the assets area.
I try to add the asset to the scene but it doesn't show.

This asset is just a .fbx file...no textures or skins. Is that the problem.

Also, is all this rebuilding and restarting of the scene editor necessary?

#1
12/28/2009 (1:35 am)
The scene editor still seems a bit shakey. I have had t restart etc, before yes. Overall I find that you have to put the model into the C# project first, compile, then TX will ask to reload. I don't know about the FBX files either I use the torque DTS files for all my models.
#2
12/28/2009 (3:45 am)
I have the same problems with the builder which lead me to dump it in favour of straight coding. I don't know if these bugs will get fixed since John's blog post last week the roadmap is to use the Torque3D editors for both T3D and TX3D, which IMHO is an awesome thing.
#3
02/17/2010 (4:14 pm)
When will the Torque3D editors be available for TX3D?
#4
02/17/2010 (5:35 pm)
We're expecting it any day now, which is to say probably in the next few weeks (maybe) if everything is still going ok with the development.
#5
02/17/2010 (8:01 pm)
Will there be an extra charge or are the editors included with the TorqueX 3D license?
#6
02/17/2010 (8:45 pm)
I can't answer that, I'm pretty sure there wont be, but I can tell you we'll all be pretty p'd if there is.
#7
02/18/2010 (9:31 pm)
Will we have to purchase a new version of TorqueX 3D to get the editors, or did the license I purchased for 3.1.4 entitles me to free upgrades?
#8
02/19/2010 (9:52 am)
There should be no charge for existing license holders.
#9
02/19/2010 (1:40 pm)
I would hope that we see the new TX before GDC, which is in like two weeks. I really guess I expected to see it already, I wonder if John has run into some weird issues or if they are doing QA with full sail like they are doing with T3D. Perhaps GG could chime in and tell us whats up?
#10
02/19/2010 (7:34 pm)
John definitely said it was going into QA, but I'm guessing like all programming projects they've probably encountered bugs they just can't live with releasing.
#11
02/23/2010 (12:28 pm)
Perhaps they could consider setting up a beta program for developers to try out a release? We could help them in their QA that way, as I'm sure our code may help them find hidden software defects...
#12
02/23/2010 (3:55 pm)
We do help. We have a bug submissions forum for that. Just not with the upcoming release. We help find the bugs that you only tend to find by doing wide and varied projects, things that a QA team don't find so easily. QA is good for finding the obvious show stoppers (trust me, you don't want to be trying out a release that has these anyway) and a number of edge cases. I don't have a problem with the method they're using, I'm just impatient and I want the final version yesterday :)
#13
03/26/2010 (12:32 pm)
So what happened to that new version of Torque X 3D? It's been over a month and I have not heard any news...