how open world editor in torque 2.0?
by mr kat · in Torque 3D Beginner · 12/20/2012 (6:48 am) · 5 replies
in the last version of torque 3d the project manager not exist the world editor button, how open it?
#2
-generate the VS project
-compile
-run
-F11 for world editor
then when i have a final commercial version of the game how deactivate the world and other editors?.
12/20/2012 (7:00 am)
thanks, i have other question about this, if i:-generate the VS project
-compile
-run
-F11 for world editor
then when i have a final commercial version of the game how deactivate the world and other editors?.
#3
My advice: read the source, read the scripts, read The Documentation and learn to use T3D. Most of your questions will answer themselves.
12/20/2012 (8:08 am)
General guidelines can be found in The FPS Tutorial in Lesson 8 - Deployment. Obviously, since the new project manager does not contain a packaging system you'll have to remove the files recommended manually. If you just downloaded and built T3D for the first time this week I'm guessing you'll have plenty of time to get familiar with what should be done long before you're ready for a commercial release.My advice: read the source, read the scripts, read The Documentation and learn to use T3D. Most of your questions will answer themselves.
#4
12/20/2012 (10:32 am)
If you don't want to ship the editors with your game just delete the tools folder when you're packaging it up. Some more functionality will eventually be added to the new Project Manager app, but it won't create an installer like the old Toolbox did. The current thinking is that it will just spit out a zip that's been prepped for release so you can use the installer tech of your choice.
#5
12/20/2012 (10:34 am)
great, thankyou very much.
Torque Owner Richard Ranft
Roostertail Games