Questions Before Purchase...Terrain, Collision, Linux
by Matt S · in Torque 3D Beginner · 02/23/2012 (6:19 am) · 6 replies
I've been messing around with Torque for the past week or so and have some questions I'm hoping someone can answer as they are pretty much what will dissuade me from using UDK :D. I'm interested in creating a multiplayer only class based FPS on the model of the Wolfenstein games. It's going to be focused on
1. Several of the maps I've designed use underground caverns, is there a way to punch a hole using the terrain tool? I can't seem to figure out how to do this.
2. Can I use collision methods other than polysoup collision on models? I'm thinking this may be important for network optimization. Having solid networking code is one of the reasons I'm really considering Torque, but I'm not sure how this will play out when I get some serious models in the game.
3. I need dedicated servers, can you still compile 1.2 servers for Linux (or even clients, that would be awesome).
Thanks,
Matt
1. Several of the maps I've designed use underground caverns, is there a way to punch a hole using the terrain tool? I can't seem to figure out how to do this.
2. Can I use collision methods other than polysoup collision on models? I'm thinking this may be important for network optimization. Having solid networking code is one of the reasons I'm really considering Torque, but I'm not sure how this will play out when I get some serious models in the game.
3. I need dedicated servers, can you still compile 1.2 servers for Linux (or even clients, that would be awesome).
Thanks,
Matt
#2
02/23/2012 (11:25 am)
Also, the studio license gives me 1 seat? How much are more seats?
#3
02/23/2012 (11:47 am)
Seats are $179 each.
#4
As for the client and graphics engine, currently there isn't any publicly released resources on making that work on Linux yet.
02/24/2012 (12:48 pm)
Quote:3. I need dedicated servers, can you still compile 1.2 servers for Linux (or even clients, that would be awesome).Dedicated server for Linux is currently working check out the Torque 3D 1.1 Beta 3 Linux Patch resource and its latest comments for current Torque 3D patches to make it build on Linux OSs. I've personally released a patch that has been tested to work on Debian Squeeze, latest stable, for Torque 3D 1.2.
As for the client and graphics engine, currently there isn't any publicly released resources on making that work on Linux yet.
#5
08/23/2012 (10:46 am)
Needed to resurrect this thread because I had one more question. Is there any way we can distribute the tools with our game for people to make custom maps? This is something that would drive our community if we made a game.
#6
08/23/2012 (10:57 am)
Under the current license, you cannot redistribute the engine tools (you could make your own game-specific tools, however). But out up-coming announcement should shed some light on the possibilities for teams moving forward. We're really excited about the it here in the office.
Associate Scott Burns
GG Alumni
2) Absolutely. Just select the object in the world and in it's properties set it's collision type to Collision Mesh or Bounds. The default for any object when it's first added to the world is Collision Mesh. Collision Mesh uses a collision mesh object in the model for collisions, this would be added to the object by the artist, most of the assets included with the engine have collision meshes. Bounds will use the bounding box of the object for collisions.
3) All Linux support is entirely community driven, we no longer officially support Linux.