Game Development Community

Publish To Web | Torque 3D | How To?

by Brian Mitchell · in Torque 3D Beginner · 01/14/2010 (6:59 pm) · 15 replies

In my evaluation process of Torque 3D I'm seeing no documentation covering the "Publishing to Web" feature of Torque 3D. Can someone in the know give examples (Step by step guide) of how to do this, or point me/us(GG community) in the right direction? I did search the forums but this subject was always under private lock.

Thanks in advance.

#1
01/15/2010 (1:43 pm)
It's an easy process. All you have to do click on Package Project, select the Web as your target format, click Build and voila, the installer and html page are created and ready to be hosted by your site.

There are some more advanced features of the packaging utility where you can configure the plugin to have your company name, the name of the game, the version number, etc. When you change those settings however you have to regenerate the source project and recompile those changes in, which you would need T3D Pro for as well as for the IE version of the plugin.

To run the plugin all you have to do is host the files somewhere, make sure to set the path for the installer in the html file, and then just open the html file in your browser. If the plugin isn't detected it prompts you to download it from wherever you've got it hosted, it installs and then the game loads in the page as normal.
#2
01/15/2010 (7:38 pm)
Thanks for reply Scott. Got it working; sort of. It works in fire fox but having trouble getting it playing in internet explorer. Don't think active x is enabling for internet explorer (I think). I'm still looking at it.

Another question: Why can't I select "Mac" as a Target Platform" under Package Project? Do I have to be running Torque 3D on a mac to enable that?

Thanks for your time.
#3
01/18/2010 (3:41 am)
I've been wondering how to do this for a while. When you click Web under Target Formats. What did you write under Destination URL? I dont know what to put under there and I was wondering if you could screen shot an example? cause i have a project I need to get on the web.
#4
01/18/2010 (11:02 am)
Hey Christopher; For your Destination URL: do you have a web site destination to place the files in? If not there are web site hosts that might give you a free trial, but buying web site space on web is really cheap. After you have that you just copy the address they(Web Host) give you to FTP your web files on the Destination URL. After doing the build be sure to remember where you Target Location was and FTP all the items in that folder to your web host location. on viewing your site (Preferably in Firefox) you'll see the standard Torque screen saying get plug-in. This was very confusing to me at this point since it seemed that clicking on the plug-in just downloaded the build file I just uploaded. I thought there was going to be streaming. But after our studios experience with Unity, it turns out that the user has to install the game on their system then use the web browser to open it. So Torque 3D is doing the same thing here. After installation look at the web site again (or refresh it) and the game should come up in the window on web site. (EDIT) If your new to web pages then be sure to rename the sample.html to index.html file Torque3D creates in your Target Location folder. And your page should come up.

Well that's basically what I done. Can't really post my own URL due to NDA's("Non Disclosure Agreement" for anyone who doesn't know). But like I said, the URL is whatever address you use to FTP your web files to.

Anyway that's how I did it. If someone knows of a better way or think they can explain it better please post here.

Also! still wondering why I can't select "Mac" as my "Target Platform" under the "Package Project" Window (Knock Knock! Garage Games) Trying to test out our test build on a Mac compy we have.
#5
01/18/2010 (12:33 pm)
Thank you very much and if I have questions in the future I'll be coming to you for help if you don't mind?
#6
01/18/2010 (12:36 pm)
No prob, I'm no expert though, so definitely post some issues on the forums to get the attention of the entire Garage Game community.
#7
01/18/2010 (1:31 pm)
Do you know of a good cheap host I can use? A client is concerned since I haven't actually put a game up online and so they want me to put an example up. So do you know of a cheap host so I can just show them?
#8
01/18/2010 (1:49 pm)
Doh, I hate it when I forget to check the notify box.

@David
Yes, to select Mac for a target platform you need to be on a Mac. For IE try checking the security settings and lowering some to see if that makes a difference. I think you should be able to package for IE with the demo using the sample one.

@Christopher
In addition to what David said. Destination URL can also be a local file until you're ready to push it live. The default value is $INSTDIR\web\sample.html which points to the sample html included with the plugins installation.

You can also leave this field blank if you like. That field controls what page is launched when you finish the installation of the plugin. The user is presented with the option to launch the page when clicking Finish or not. If you leave it blank nothing will happen.
#9
01/18/2010 (3:49 pm)
@Christopher
On a good cheap web host: Your choice is as good as mine since I'm using a company server I work at to host. But when in doubt, Google.
"Best Web Hosting" Comes up with some links for web host reviews. Chose the one you feel is right for you and have at it.

Anyone that knows better than I please post about it here.

@Scott
Thanks for reply; I did change the IE security settings to medium setting but still no go. Working with a Mac compy now to further test Torque3D out.
#10
01/19/2010 (3:48 pm)
It could be possible that it requires a compile to get it running for IE. Though like Josh said in the other thread I think the demo should at least work using the sample values.

I noticed you've got Vista. In Win7 I ran across an problem where if I set the ActiveX permissions to enable IE would refuse to run it outright saying my security settings were set too low. I had to settle for setting it to prompt.
#11
02/05/2010 (2:33 pm)
alright I am committing to this project that I'm making and It HAS TO BE ONLINE or I fail. so I sure as hell hope you guys can help me get this working because I'm still confused on what I do with everything. I need like a tutorial or something lol So who ever has done this before I really need your help!
#12
02/05/2010 (2:47 pm)
I'm not sure how much more clear I can make it outside of previous posts. What part of the process are you getting hung up on?
#13
02/13/2010 (12:13 pm)
@Christopher - are you compiling the IE plugin? It will not compile under Visual Studio C++ Express 2008, as far as I am aware. You need a non-free version of the compiler.
#14
02/13/2010 (12:28 pm)
@S2P I have figured that out. Good thing my school offers the full version.
#15
04/23/2010 (11:42 am)
Is there something special you need to do for the web deployment to work on localhost? The plugin loads for Firefox but I get an error about the sound system. IE8 (32bit) won't even load the plugin or let me run the installer. Everything is enabled in both browsers and I'm on XP