Old templates for torque 3d 1.2 / older
by Lordrockit · in Torque 3D Beginner · 08/18/2014 (12:36 am) · 6 replies
Hello i am a new user to the torque 3d engine. from what ive used of it i have loved a ton. i am interested in getting the old templates that were from v. 1.2 and older. i am quite interested in the resources that came with it and was wanting to check them out. if you can help me with this it will be greatly appreciated.
About the author
I am a game programmer. I mainly work with Java. I started as a 3d artist. I started coding in Java at age 10. I am only 12 years old and im living my dream of making video games.
#2
thank you very much for this i didn't think of the licences being different ive just recently have been using torque 3d(and i love the engine). i have downloaded the chinatown template and have tried it(it still seams to lag a ton more then the default full template).
thank you for the quick response
also ive had some trouble compiling the game using vc++ express like in the tutorial on the webpage. if you could link me to an updated tutorial on this.
08/18/2014 (7:41 pm)
@scott thank you very much for this i didn't think of the licences being different ive just recently have been using torque 3d(and i love the engine). i have downloaded the chinatown template and have tried it(it still seams to lag a ton more then the default full template).
thank you for the quick response
also ive had some trouble compiling the game using vc++ express like in the tutorial on the webpage. if you could link me to an updated tutorial on this.
#3
You will need the Direct X 9.0c SDK - this one http://www.microsoft.com/en-us/download/details.aspx?id=23549 should work (even though technically it's supposed to require the June version).
08/18/2014 (10:29 pm)
This https://github.com/GarageGames/Torque3D/wiki/Compiling-Torque-3D-on-Windows is already the most up to date set of instructions - it is pretty straightforward.You will need the Direct X 9.0c SDK - this one http://www.microsoft.com/en-us/download/details.aspx?id=23549 should work (even though technically it's supposed to require the June version).
#4
thank you for your help with the link, but i found the information i needed on another forum post(i needed the vs c++ sp1. i also found that compiling just makes the projectname.exe(witch also comes with the pre-compiled version). i was wondering if there was a way to remove the world editor and gui editor features and some other controls(like camera switching and stuff like that) for releasing my games?
08/19/2014 (5:06 pm)
@richardthank you for your help with the link, but i found the information i needed on another forum post(i needed the vs c++ sp1. i also found that compiling just makes the projectname.exe(witch also comes with the pre-compiled version). i was wondering if there was a way to remove the world editor and gui editor features and some other controls(like camera switching and stuff like that) for releasing my games?
#5
Compile using the Shipping Build target, and look at some of the in-engine #defines to be sure that all of that stuff is correctly ignored during said build.
Also, when you're ready to release you should remove the /tools folder.
08/19/2014 (5:53 pm)
Releasing already? If you're just getting started I'm guessing it will be a few minutes before you're ready to do all of that....Compile using the Shipping Build target, and look at some of the in-engine #defines to be sure that all of that stuff is correctly ignored during said build.
Also, when you're ready to release you should remove the /tools folder.
#6
btw i just noticed that Scott works for garagegames so i would like to take the time to thank him and the rest of garagegames for producing such a great game engine its defiantly one of my favorites!
08/19/2014 (10:34 pm)
im not releasing yet im just learning as much as i can as fast as i can, but thanks for the help, and thanks for the quick response. btw i just noticed that Scott works for garagegames so i would like to take the time to thank him and the rest of garagegames for producing such a great game engine its defiantly one of my favorites!
Associate Scott Burns
GG Alumni
Chinatown is still available as part of the FPS Tutorial.
The second is that the templates have gone through a couple refactors since the engine was released under MIT making the older ones from the commercial 1.2 release somewhat incompatible with the current version. I say somewhat since I'm not sure as to what level they are still compatible.