How do you add in a mod? - Redirected
by Tim Heldna · in Torque Game Engine · 07/15/2006 (12:11 am) · 1 replies
This post was moved from the public forums to the private forums.
Original post How do you add in a mod?
This is the best I can do for now:
- Add the engine code files, E.g. dayNightCycles.cc & dayNightCycles.h, to the appropriate folder within your Torque installation directory. Follow the resource instructions for exact file names and location.
- If no new engine code files need to be added, but existing engine code files need to be modified do so in a text editor of your choice. You will still need to proceed with the following steps.
- Basically, when you view your Torque project in your compiler, there should be a view which shows all the Torque projects (folders), there's 17 or so.

- Then you would want to navigate the to the Torque Demo project which will be highlighted in bold and navigate to the appropriate directory.

- Once you have found your required directory, right click it and 'add the files' to your project. So in this example case we would right click the folder that contains our dayNightCycles.cc & dayNightCycles.h files and add them to our project.

Once the file(s) have been added to your project they will appear in the project list. From here you can right click the .cc file to compile the newly added files, then rebuild your exe (F7). Some code changes will require a full re-compile (Ctrl+Alt+F7). Note that hitting F7 alone will pick up on any new files or changes to existing files and will only build what's necessary to compile our new EXE. It's usually a good idea to 'Clean' your project before doing a full compile.


So basically, when we recompile the new EXE is replacing the old EXE or overwriting it. The new EXE will contain the new code changes that you compiled in. The EXE will be in the same location as it was previously. Any and ALL changes to the engine code (sometimes referred to as source code or head code) will require a re-compile. Torque script (TS) does not. You usually need only delete dso's for TS changes to take effect.
- Tim
Original post How do you add in a mod?
This is the best I can do for now:
- Add the engine code files, E.g. dayNightCycles.cc & dayNightCycles.h, to the appropriate folder within your Torque installation directory. Follow the resource instructions for exact file names and location.
- If no new engine code files need to be added, but existing engine code files need to be modified do so in a text editor of your choice. You will still need to proceed with the following steps.
- Basically, when you view your Torque project in your compiler, there should be a view which shows all the Torque projects (folders), there's 17 or so.

- Then you would want to navigate the to the Torque Demo project which will be highlighted in bold and navigate to the appropriate directory.

- Once you have found your required directory, right click it and 'add the files' to your project. So in this example case we would right click the folder that contains our dayNightCycles.cc & dayNightCycles.h files and add them to our project.

Once the file(s) have been added to your project they will appear in the project list. From here you can right click the .cc file to compile the newly added files, then rebuild your exe (F7). Some code changes will require a full re-compile (Ctrl+Alt+F7). Note that hitting F7 alone will pick up on any new files or changes to existing files and will only build what's necessary to compile our new EXE. It's usually a good idea to 'Clean' your project before doing a full compile.


So basically, when we recompile the new EXE is replacing the old EXE or overwriting it. The new EXE will contain the new code changes that you compiled in. The EXE will be in the same location as it was previously. Any and ALL changes to the engine code (sometimes referred to as source code or head code) will require a re-compile. Torque script (TS) does not. You usually need only delete dso's for TS changes to take effect.
- Tim
About the author
Torque Owner DreamPharaoh
Gods and Nemesis
Thank you for taking the time and effort in making all of this!! I apologize for not responding sooner but my day-job eats up all of my time. I believe you have helped a lot of newbies with this post and certainly my newbie-self.
Take care