How to add tools to t3d-bones project?
by Lazy Panda · in Torque 3D Beginner · 12/21/2014 (5:05 am) · 3 replies
Hello everyone!
A couple of days back I came across the t3d-bones framework. It was wonderful to see a minimalist approach in an otherwise enormous project (the templates). I feel that it does a good job at explaining the t3d startup sequence. My only gripe is the tools. In the other projects, I see that there is a tools folder. But where are they called upon from torquescript? If I want to add tools (f11) to a t3d-bones template, how should I do it?
Thanks
PS. Also I think it'll be great to have more tutorials on the startup sequence, so beginners know exactly what the engine is doing, what scripts are being called and when they're called.
A couple of days back I came across the t3d-bones framework. It was wonderful to see a minimalist approach in an otherwise enormous project (the templates). I feel that it does a good job at explaining the t3d startup sequence. My only gripe is the tools. In the other projects, I see that there is a tools folder. But where are they called upon from torquescript? If I want to add tools (f11) to a t3d-bones template, how should I do it?
Thanks
PS. Also I think it'll be great to have more tutorials on the startup sequence, so beginners know exactly what the engine is doing, what scripts are being called and when they're called.
#2
12/21/2014 (7:17 am)
Ok, theoretically you should be able to add the tools folder to the root of your game project and then add this in the top level main.cs:// around line 34
exec("./tools/main.cs");Then just chase console errors....
#3
12/21/2014 (7:18 am)
And Lukas is in before me with confirmation - Sweet!
Torque Owner Lukas Joergensen
WinterLeaf Entertainment
Whenever it complains about a missing function, just find it in the original codebase and copy it in. As I remember it, it were pretty trivial work.. But IIRC, Buckmaster is already working on this issue :) He might have a better entry point.