First Person Shooter Demo included with Torque X 3D
by Derrick Lau · in Torque X 3D · 05/21/2010 (6:14 pm) · 6 replies
Is there any documentation on this sample? I'm trying to figure out how the player model and animation get loaded into the game...
About the author
A fledgling XNA C# game developer in my free time only.
#2
I want to create a new sub-type of TorqueObject called Ally, and put a list of them in the <Objects> tags of the level file. I then want to access them from TorqueObjectDatabase. How do I do so?
05/26/2010 (10:18 am)
I believe the Torque X engine works by loading everything in the desertLeve.txscene file into the TorqueObjectDatabase.Instance singleton object. We then have to get the objects we want from that object using the FindObject<T>() method.I want to create a new sub-type of TorqueObject called Ally, and put a list of them in the <Objects> tags of the level file. I then want to access them from TorqueObjectDatabase. How do I do so?
#3
05/27/2010 (2:13 pm)
Has anyone tried to load the desertLevel.txscene file using Torque X 3D Scene Builder? I have been trying to load that file and every time I try, the scene builder crashes.
#4
05/28/2010 (6:35 am)
I've heard that it's very hard, if not impossible, to load that scene in the Builder. I can't remember if I tried it myself (I was trying a lot of things a couple months ago...it all kind of jumbles together ;), but that's what I've heard. I'm not really sure why, either. Except that it may just be too much information for the Builder to handle? We all know how buggy it is in the first place. Arg. :(
#5
So you cannot load the example file. If you make a new file and add your own components, like a movement component or whatever the builder will crash. I hope we see a new one very soon.
05/28/2010 (9:36 am)
The builder will not load any scene that has user created components. Anything that is not a T3D stock component or T2D Stock component will crash the builder.So you cannot load the example file. If you make a new file and add your own components, like a movement component or whatever the builder will crash. I hope we see a new one very soon.
#6
07/01/2010 (4:56 pm)
Doesn't matter. I now just follow the code examples in the book by John Kanalakis and have made some good progress in coding up a working demo game...
Torque 3D Owner Henry Shilling
Smokin Skull
The actual cloning and creation of the player seemes to be buried in the spawnable component. It is never really called out directly from what I can see.
Overall I believe it's a pretty crappy example, similar to tossing a non swimmer off the high dive. The way it shows you to do things is way different than all the other TX examples. But it's the only TX3D example we have.