Game Development Community

Documentation needed on making a plugin for a Torque Product

by DANIEL M VOORHEES S.R. · in Site Feedback · 06/28/2011 (10:12 am) · 5 replies

Update:
There are no Plugins, but there are add-ons. Add-ons are not Plugins.


Original Post:
There needs to be something, even if its a simple statemnt on the wiki about making plugins for Torque products. This is the fourth day of searching the GG website and we can not find anything except making as Torque plugin for 3DSmax, but nothing on making a plugin for Torque 3D.

There is not a plugin folder inside the T3D 1.1 install folders and we can not find any documnets about the subject, not on the web site or inside the T3D install folders. We have three licensed versions of T3D 1.1. so it is not in the demo install folder and not in the Pro install.

What folder would the plugin files go in?
Would they go into the T3D install or inside the new projects folders?
Is there T3D files that need to be edited for the plugin button to show up in T3D?
Is a plugin treated as a Tool and thus it would go inside the Tools folder?

Say I wanted to make a plugin so we could create primitives inside Torque 3D and be able to extrude faces and cut out doors and window openings and texture them with the plugin. Would it go inside the samne folder as say a quest dialog system plugin?

Even if it is to much trouble to make a page on the web site about it, if I get enough info here in this thread or in (http://www.garagegames.com/community/forums/viewthread/126678), I will add something to the wiki on the subject.
Thanks

#1
06/28/2011 (10:34 am)
I'm not entirely sure really what you mean, but essentially Torque range of products are full source which means addons are generally in the form of mergable packs or full on redistributions. All of which I believe need either full commercial licences and/or special permission from GG too.

This means that torque out of the box doesn't actually support any type of DLL or compiled plugin, tho i suspect that you could relatively easily create a DLL plugin, and then make a minor code resource that enables your DLL plugin
#2
06/28/2011 (3:56 pm)
We have 3 licenses for T3D 1.1 and you just gave the information I was looking for. Thank you for your answer, it points us in the right direction. Now we know what information to gather to get into changing Torque 3D 1.1 to our needs. Thanks again for your reply.

Corrected because it is Add - Ons not, Plugins. This is what happens when a person works all night on game developemt and then is up durring the day. LOL
#3
06/28/2011 (4:09 pm)
Where is it you're seeing Plugin being used in that way? There are only two types of plugins associated with T3D, exporters for 3D modeling apps and the web plugin that allows a T3D game to be played via a web browser.

We refer to third part content as Add-ons and that is normally broken down into Kits, Packs, Tools, etc.
#4
06/28/2011 (4:33 pm)
Yeh I went back and looked over the web site and seen it was Add-on and not Plugin. Somehow in our discussion over the last three nights, someone stopped using the phrase Add-on for Plugin (maybe me).

It is all over our board on the wall in my writing so it must have been me, so I will say it was my fault. I am the boss and if I say it was me, noone has to feel bad on the team about it. Becides, a good boss will take the blame sometimes for the sake of the project. Also they can laugh along with me about it. Maybe I will get them some huge cookies from a bakery with ROFL on them.

I fixed the other post too and credited you in it Scott. I may add something on the wiki too just incase someone in the future gets off on the plugin track.
#5
06/28/2011 (5:19 pm)
Whew, glad to hear that's sorted out. We're working on a web update and right now and for a moment there I thought there were going to be some more changes to make. :)