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Tlk 1.4

by Justin Wells · in · 01/15/2006 (7:04 pm) · 9 replies

I just got the lighting kit. how do you get it working? im not trying to implement it into a project in the making, just into the start.fps or something. i copied the files over, and it didnt work...then i tried that WinMerge meathod and it didnt work. ive tried to find a thread or a page that describes how to get this working and i havent found anything. how do you get TLK working with TGE?

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#1
01/15/2006 (7:25 pm)
It already works, just like it is. You don't have to merge it. BTW - You should post these kind of questions in the private SDK forum.
#2
01/15/2006 (7:27 pm)
TLK 1.4 is released as a fully functional implementation of TGE. The example directory in the TLK 1.4 installation already includes starter.fps and all the other TGE examples. There is no need to merge anything if your project is not already underway, as all of the standard TGE is included with the lighting kit.
#3
01/16/2006 (12:45 am)
Hi Seprius,

The Torque Lighting Kit comes with TGE 1.4 already added to it, you only need to install the Torque Lighting Kit to get started. Once installed the TLK directories are the same as the TGE directories ('engine' contains the main C++ files, 'example' contains the scripts and game assets).

The latest Torque Lighting Kit also comes with an already compiled engine executable in the 'example' directory, so you can get started immediately even without a compiler. :)

-John
#4
01/16/2006 (2:37 am)
Is there any way i can link my object created in script file to an object in *.cc file
#5
01/16/2006 (2:44 am)
Hi Bao,

I'm not quite sure what you're asking, but I think you're referring to mounting lights in C++?

Sure you can do that, but this is a question for the Torque Lighting Kit private forums.

-John
#6
04/08/2006 (6:21 pm)
If the TLK has the TGE in it then why would i need to by the TGE
is it not that i would find a problem when it come to sales later
and what of the networking lisens and TSE how compatable would it all be
the list is endless on all the probles that would come up legaly
#7
04/08/2006 (6:46 pm)
The TLK is an add on for TGE.
It offers an extended feature list, mostly dealing with lighting.
The reason you need to get the TGE license first is because the TLK wasnt designed as a dirivative work, but an addon to the original engine, so you need to buy a license to the engine first, then to the TLK. The thing with the TLK coming with all the rest of the TGE code is because if it's already integrated for you, it's easier to get rolling with it.
Currently. the TLK is incompatible with TSE, though there's very likely going to be a TSE version of the TLK when TSE gets along further or is done.
I dont see how there would be any problems legally at all. Having both licenses prevents either GG or John from being upset, and because the TLK is a sancioned addon of GG, there's really no problem.

Given, this is just me talking, i'm sure John will pop in here for the official low-down.
#8
04/08/2006 (6:48 pm)
Quote:If the TLK has the TGE in it then why would i need to by the TGE

TLK is an "addon" for TGE..... it comes setup with TGE to help save time (so you don't have to spend ages adding the TLK code yourself)

Edit: damn Jeff beat me to it :p
#9
04/08/2006 (11:43 pm)
It is true for windows but for linux if you want to use tlk 1.4 with tge 1-4 linux your are obliged to do the merge , but it is really simple and very well explain in the document released with tlk

on linux you need to use a good tool as meld ( better than winmerge )

And just to move the piece of code added for TLK from tlk to tge

But read the document, the method of work is very well explained . I have discovered it afer doing the merge ... hopefully I used the same method.