Starting off
by Johan Ottosson · in Torque 3D Beginner · 02/25/2014 (12:00 am) · 5 replies
Hey everyone!
I'm new here even though i've been glancing at torque for years and years.
Recently i've been wanting to take up my old hobby of modding games. But I want to construct my own games so going through a range of engines, unity, udk, hero engine, glest... Now I'm here.
So to kick it all off I will first try my hand on a vehicle based game.
I've downloaded the engine and got that first fps game set up.
So what do I want to make, well lets say an aeral juggernaught game, combat between airborne cruisersized objects.
So let's break it down into a first step.
Step 1.
A. An empty map, maybe some cubes just for reference.
B. Vehicle handling code.
C. Players spawning as said vehicle.
That should be a nice start.
Let's detail that further.
A. Map, I will probably find the ins and outs of making maps in some tutorial here. Question might if I should start a new project or if I should base it on the fps game. Maybe someone here can answer that.
Flat ground, cubes for distance reference.
B. Vehicle Code. A and D Turn left right. Probably Pitch, although it is not obvious wether i should actually use pitch or just change height. Free look Mouse. Saw some vehicle tutorials earlier when searching code. Hope those are still working.
C. This I'm not sure how to accomplish, maybe someone here can answer?
So anyhow, I hope to not only be a leech of information, but that when i get better I can actually help others.
Nice meeting you all.
I'm new here even though i've been glancing at torque for years and years.
Recently i've been wanting to take up my old hobby of modding games. But I want to construct my own games so going through a range of engines, unity, udk, hero engine, glest... Now I'm here.
So to kick it all off I will first try my hand on a vehicle based game.
I've downloaded the engine and got that first fps game set up.
So what do I want to make, well lets say an aeral juggernaught game, combat between airborne cruisersized objects.
So let's break it down into a first step.
Step 1.
A. An empty map, maybe some cubes just for reference.
B. Vehicle handling code.
C. Players spawning as said vehicle.
That should be a nice start.
Let's detail that further.
A. Map, I will probably find the ins and outs of making maps in some tutorial here. Question might if I should start a new project or if I should base it on the fps game. Maybe someone here can answer that.
Flat ground, cubes for distance reference.
B. Vehicle Code. A and D Turn left right. Probably Pitch, although it is not obvious wether i should actually use pitch or just change height. Free look Mouse. Saw some vehicle tutorials earlier when searching code. Hope those are still working.
C. This I'm not sure how to accomplish, maybe someone here can answer?
So anyhow, I hope to not only be a leech of information, but that when i get better I can actually help others.
Nice meeting you all.
#2
B - That's pretty much stock already. The Full Template includes an example of a WheeledVehicle and the keybinds are found in scripts/client/default.bind.cs. A flying vehicle will make use of the same default control scheme. You will need a FlyingVehicle datablock and an appropriately setup model.
C - Spawnspheres have fields for spawnClass and spawnDatablock. The defaults are set for Players and Cameras. You simply change the spawnClass and datablock within the spawnsphere to point to the FlyingVehicle class and the relevant datablock. If these are not supplied or are incorrect then the spawn code will default to a Player or Camera.
02/25/2014 (10:02 am)
A - There's really not much difference between using the Empty or Full Template projects. Full simply has more examples of Torque Script and stock objects. There are several Guides and/or Tutorials floating around... there's even a forum thread with a list of them but I don't keep up with the url. B - That's pretty much stock already. The Full Template includes an example of a WheeledVehicle and the keybinds are found in scripts/client/default.bind.cs. A flying vehicle will make use of the same default control scheme. You will need a FlyingVehicle datablock and an appropriately setup model.
C - Spawnspheres have fields for spawnClass and spawnDatablock. The defaults are set for Players and Cameras. You simply change the spawnClass and datablock within the spawnsphere to point to the FlyingVehicle class and the relevant datablock. If these are not supplied or are incorrect then the spawn code will default to a Player or Camera.
#3
Started glancing through the .cs scripts. Changed the speed of the character in the client script (i think, im at work and don't remember exactly).
After that I couldnt start the game again, getting some error message, not even if i switched back the changes. I feel there is some important bit of information I should know here :3
03/25/2014 (1:25 am)
So I've gotten the fpstutorial to work, wasn't exactly difficult :3Started glancing through the .cs scripts. Changed the speed of the character in the client script (i think, im at work and don't remember exactly).
After that I couldnt start the game again, getting some error message, not even if i switched back the changes. I feel there is some important bit of information I should know here :3
#4
03/25/2014 (9:42 am)
What's the error message(s)?
#5
It was the default.bind.cs in the client directory i changed.
03/25/2014 (2:40 pm)
GuiControl::onAdd() unable to find specified profile and GuiDefaultProfile does not exist!It was the default.bind.cs in the client directory i changed.
Torque Owner Nils Eikelenboom
Studio DimSum
May I be the 1st to welcome you then! You're indeed pretty green as your "Recent Threads" is still empty. Anyway, check out the recourses section to pick out the scripts you might need to add to your basic game.
You're starting off with the right attitude pal! :)
Cheers, Nils