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Welcome to the Torque 3D Beginner Forum!

by David Montgomery-Blake · in Torque 3D Beginner · 09/20/2012 (11:25 am) · 38 replies

Welcome to the Torque 3D Beginner Forum. This section of the forums is dedicated to people who are just getting started in Torque 3D and trying to find their feet. You can post any general Torque 3D questions and get answers from the community to help with your projects. This is the best place to ask general questions about developing games with Torque. We will be moderating these forums and moving topics as needed to ensure that discussion happens in the right places.

Please respect other developers, and have fun making games in Torque!

About the author

Community management and development, Educational computing systems and lab management, Flex, ActionScript, JavaScript, PHP, C++, C#, Perl, Python, Ruby, LUA, etc.

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#1
09/25/2012 (5:21 pm)
I have searched the forums and couldn't find an answer. How do I set up torque so that bullet is used for physics? I see that it has the necessary bullet libs are included but it seems to use physx as its default implementation.
#2
09/26/2012 (11:37 am)
This might help. It was made for 1.1, so I'm not sure about the 1.2 compatibility.
#3
01/01/2013 (5:49 am)
I've just downloaded Torque 3D and The Project Manager. My project manager is not detecting the templates. I assume that I have to place the Project Manager within the Torque 3D folder hierarchy but I'm not quite sure where?
#4
01/01/2013 (8:00 am)
@Melissa: place the Project Manager in the first level directory that you have Torque cloned to.

i1264.photobucket.com/albums/jj483/sMikeH/dir_zps5cc1753f.png
#5
01/01/2013 (8:05 am)
Also, if you've downloaded Torque and the Project Manager you shouldn't have to do anything further to get things going, but if you've cloned/forked the repository from Github the various Templates will need to be compiled in order to be usable
#6
01/04/2013 (11:00 am)
Greetings!

Okay, first post and all that, and please forgive me if this has been asked before, but I promise I've made 100 googles, and looked through a lot of tutorials on the website.

I've downloaded Torque3D and the Project Manager from Github, and I've run the "generateAllProjects.bat" and in the project folder I've run the "generateProjects.bat" file. I can open up the "Project Manager.exe" just fine, and I can create a new game based on the existing templates, but after that I don't know how to proceed. I can't find any world builder. In the tutorial on the website there's several buttons (including "World Builder") in the project manager window, but unless I've gone completely blind, I cannot see these buttons.

master.siteloom.dk/~martin/torque.jpg
So... What am I missing? Thanks in advance! :)
#7
01/04/2013 (11:05 am)
Click the Open Folder button and then run the executable in there. Press F11 to enter the world editor.
#8
01/04/2013 (11:48 am)
Perhaps as part of the template restructuring work I am working on we should add buttons the GUI and World editors to the main menu gui in the templates since we continue to see this confusion from new folks who don't know about the keybinds that open them up.

Anyone concur? If I do this it's my thinking that they will only be added to the Starter Template.
#9
01/05/2013 (8:38 pm)
After you select open folder which file is the exact "executable" file that I am supposed to be clicking on? I am new to this whole open source aspect of the program and am just trying to figure out how to run the program as easily as it did when it could be purchased. I just went to get to making the game and leading down assets as quickly as I can. Thanks for all the help :-)
#10
01/05/2013 (9:47 pm)
It's actually inside the "game", folder. The .exe name is whatever you "named" the project.
#11
01/05/2013 (10:22 pm)
I have checked this folder and unfortunately I am not seeing any file that is an .exe, maybe there is something I am missing from the whole set-up?
#12
01/05/2013 (11:07 pm)
hmmm... I can't remember for sure, but you might need the DirectX sdk
#13
01/05/2013 (11:20 pm)
I guess that is something I will try to see if it works. Thanks for the help!
#14
01/07/2013 (10:30 am)
how I can compile or build engine ???
#15
01/12/2013 (3:48 am)
WeaponFireLight - Is it possible to create a new weaponFireLight without actually touching the source?

What i would like todo is to create a new WeaponfireLight that has the functionallity of a SpotLight.

I do know that there is a lightType - SpotLight but that is not really what am lookin for.

The reason why i would go with a WeaponFireLight instead is - this way the player could light up like a SpotLight (the room or ...) and it would be draining and shutting itself off if/when lightDuration is set

This way it would be possible to create a realistic flashlight.
So far i have done a couple of things and the Flashlight is the only one that is sorta left

btw i do know of the flashlight ressource and yes i tried it and no it is not what am looking for as i dont see how i could possibly make it drain energy and have some kind of energy/ammo recharging

I hope someone with more knowledge has a answer and/ or maybe someone evne tried todo that before?

either way i did searched the forums allot and as am @ a point of noidea
i hope i can get some assitance here
thanks for taking the time
#16
03/24/2013 (9:09 am)
Ive also been having troubles with My project manager not detecting the templates. After running generateAllProjects.bat I get this dialog window



www.flickr.com/photos/tcrossla/8585401439/in/photostream/lightbox/
Ive downloaded the latest PhysX-3.2.1_PC_SDK_Core but am unsure what to do next
#17
03/24/2013 (9:16 am)
http://www.flickr.com/photos/tcrossla/8585401439/lightbox/
#18
03/24/2013 (9:34 am)
http://www.flickr.com/photos/tcrossla/8585401439/lightbox/
#19
03/24/2013 (9:39 am)
You have the wrong version of the PhysX SDK installed. T3D currently only supports 2.8.4.6.
#20
03/24/2013 (12:10 pm)
Yeah I found that out on a different thread. Im having problems finding it though. Any ideas where to get it?
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