Game Development Community

HELP!!!!!!!!!!!!!!!!!!!!

by RealmX · in Torque X 3D · 02/24/2010 (2:35 pm) · 14 replies

I just purchased Torque X 3D today and, before I scream WTF, I'll ask...WHERE IS EVERYTHING???!!!!!!! The player class, shapebase, vehicle, gamebase, the GUI, etc, etc, etc???!!!!! I installed the thing and was never even asked for the reg key!!! Did I download the right thing???!!!!!! Any IMMEDIATE help would be GREATLY apprectiated.

#1
02/24/2010 (2:40 pm)
...AND NO IGNITION KEY!!!! HOW AM I SUPPOSED TO REGISTER THIS THING???!!!!
#2
02/24/2010 (2:48 pm)
...AND I JUST CAME FROM tdn.garagegames.com/wiki/TorqueX/Basic3DTutorial#Player
Quote:Portions shamelessly stolen from the FPS demo
... WHAT FPS DEMO???!!!! I DON'T SEE ANY DEMOS!!!!!
(WTF comin' REAL soon!)
#3
02/24/2010 (3:28 pm)
www.torquepowered.com/account

Go there and you should see Torque X 3D, next to that you should see your ignition key with which to register your product.
#4
02/24/2010 (3:36 pm)
You probably need to calm down a bit. I'm not sure why you're expecting shapebase, gamebase, vehicles and gui's etc. Sounds like you've been reading Torque 3D hype and then bought the wrong product.
#5
02/24/2010 (6:39 pm)
I'm at home on my Mac, so this is from memory. I'm sure Trent can help if I munge the details since he is experienced with TorqueX.

TorqueX is a separate engine from TGE/TGEA/Torque 3D that is built on top of XNA. While it does have some features (.dts compatibility, .ter import), it is not a direct port of TGE/TGEA/Torque 3D.

If you haven't done so yet, you will need to install Visual Studio. The Express version is freely available from Microsoft. After that, you will need to install XNA 3.1. Now you should have the pre-requisites to install TorqueX 3D. I thought that the ignition requirements were removed from the full package as opposed to the binary available on the Creator's Club site. If asked for a key, login to your account as Philip noted and copy your ignition key that is located next to the product. It is also located on the receipt that was sent to you with your purchase.

Once you have Visual Studio, XNA 3.1, and TX3D 3.1.4 installed, you should open Visual Studio and create a new project. Under C# Projects (if using Pro/Team/Enterprise) or under the base project types if using Express, you should see a Starter Game 3D (3.1) project. Open it, then compile and run it. That is the basic boilerplate project to get started.

You can open the created scene file in TorqueX 3D's editor and add new objects, etc. The 3D editor is mainly a visual space for laying out your levels. It is not a modeling package. I know you did not ask if it was, but I do get asked that quite often.

Also, the TDN article that was posted was created in 2008 on a very, very old copy of TX3D. TDN is no longer maintained and most likely not up-to-date as few-to-no developers are adding new information to the TX section.
#6
02/24/2010 (7:41 pm)
Oh, you will find the FPS demo in the TorqueX3D folder in your start menu. It'll open up an explorer window which goes to a sub folder of your install location where the source for the FPS demo is. You'll have some problems compiling and running it though, you need to update the references to the engine projects in the code, and I think there are a few bugs as it doesn't appear to have been updated since 3.0.
#7
02/25/2010 (7:14 am)
... and at no point in time did anyone feel the need to mention the /GarageGames dir. Thats where everything is located, not(my assumption) a /TorqueX3D dir.

Trent:
Quote:You probably need to calm down a bit. I'm not sure why you're expecting shapebase, gamebase, vehicles and gui's etc. Sounds like you've been reading Torque 3D hype and then bought the wrong product.
...thanks for the advice but it doesn't answer any of the questions posted.

Quote:Torque X 3D's World Editor provides an entire suite of WYSIWYG tools for designing and editing a game ...
...is why I expected to see GUIs.
Quote:Torque X 3D is designed from the ground up to harness the power of XNA. Written entirely in C#...
...was interpreted as "the engine was rewritten in C#". My mistake...and No, I did not by the wrong product.

David:
Quote:it is not a direct port of TGE/TGEA/Torque 3D
...oops, my mistake. Thats exactly what I thought it was.
and thank you for the explaination(I've already figured it out though).
#8
02/26/2010 (7:29 am)
well now some one gets it..

///------
#9
02/26/2010 (7:35 am)
///------no comment
soon..its coming soon....live with the product..its coming soon..





#10
02/26/2010 (7:37 am)
Patrick, we did make the changes to the product pages. John and Derek and I worked on this. You had input as well, as noted in the the private e-mail conversation that you decided to make public.
#11
02/26/2010 (7:51 am)
///------no comment
#12
02/26/2010 (7:53 am)
///------no comment
#13
02/26/2010 (7:59 am)
///------So I am Not Crazy

That is all I have to say about this EVER!!!!!!!!!!!!
#14
02/26/2010 (8:10 am)
I'm a contractor for IA, so yes, I work for them.

I'm looking through the page now and and you and John's replies over e-mail. I'm also looking through the chat logs with the web team on the changes we made. I wonder if an old version of the page was restored during the last web push since it does appear to have things that I know we changed.

I'm syncing up with the webteam to see what happened here.

Edit:
Missed these.
JohnK's blog on TorqueX 3D updates.
JohnK's blog on the TorqueX Development Roadmap