Torque 101: Intro to Torque
by Infinitum3D · in Torque Game Engine · 10/05/2006 (10:12 am) · 155 replies
I have just purchased and downloaded the TorqueGameEngineSDK_1.4
I will be documenting my experiences with it here. I am new to Torque and C++, so I hope others here will be able to learn from my mistakes.
UPDATE: Since I make several mistakes, you should always read through the entire thread of posts before trying anything. There are times that I ruin everything and have to start over entirely. Also, I have upgraded to Torque 1.5 since this post.
Thanks!
1. Download and run the TorqueGameEngineSDK-1-4.exe
This will install the Torque SDK on your computer. It will also place a link on the desktop called Torque Game Engine SDK.
This link is to twelve shortcuts;
FPS Starter Kit
Getting Started Tutorial
readMe.html
Racing Starter Kit
Torque Developer network (online)
Torque Game Engine Demo
Torque Game Engine Home Page
Tutorial Base
Torque Show Tool Pro
Torque Documentation (online)
Torque SDK forums (online)
Uninstall Torque Game Engine
I will read up on these and post more soon. I am starting with the ReadMe.html and the getting Started Tutorial.
UPDATE 10/07/06:
The ReadMe.html is just a one page note about where to find help. Look it over or skip straight to the Getting Starting .pdf tutorial.
2. The Getting Started tutorial is excellent. Follow it through, word by word, step by step, from start to finish, even if a section looks like common sense. !!!Be sure to place the TorqueScript in the EXACT location, exactly as the tutorial says!!! This was my first mistake.
All we have left to do is make sure that our 'clientGame.cs' file gets loaded. Open up GameOne/main.cs and find the 'Client scripts' section of the function called initClient. At the bottom of that list, add the following line, which will load our file:
I added the line at the bottom of the page, not at the bottom of the initClient function.
Update 10/11/06:
Next try to make some changes. For example: tdn.garagegames.com/wiki/Beginner
a. Make a new Torque Logo model that is blue instead of red.
b. Make it give 2 points instead of just 1.
c. Make a yellow one that gives 5 points.
Once I have done this, I'll explain how to do it.
Tony
I will be documenting my experiences with it here. I am new to Torque and C++, so I hope others here will be able to learn from my mistakes.
UPDATE: Since I make several mistakes, you should always read through the entire thread of posts before trying anything. There are times that I ruin everything and have to start over entirely. Also, I have upgraded to Torque 1.5 since this post.
Thanks!
1. Download and run the TorqueGameEngineSDK-1-4.exe
This will install the Torque SDK on your computer. It will also place a link on the desktop called Torque Game Engine SDK.
This link is to twelve shortcuts;
FPS Starter Kit
Getting Started Tutorial
readMe.html
Racing Starter Kit
Torque Developer network (online)
Torque Game Engine Demo
Torque Game Engine Home Page
Tutorial Base
Torque Show Tool Pro
Torque Documentation (online)
Torque SDK forums (online)
Uninstall Torque Game Engine
I will read up on these and post more soon. I am starting with the ReadMe.html and the getting Started Tutorial.
UPDATE 10/07/06:
The ReadMe.html is just a one page note about where to find help. Look it over or skip straight to the Getting Starting .pdf tutorial.
2. The Getting Started tutorial is excellent. Follow it through, word by word, step by step, from start to finish, even if a section looks like common sense. !!!Be sure to place the TorqueScript in the EXACT location, exactly as the tutorial says!!! This was my first mistake.
All we have left to do is make sure that our 'clientGame.cs' file gets loaded. Open up GameOne/main.cs and find the 'Client scripts' section of the function called initClient. At the bottom of that list, add the following line, which will load our file:
I added the line at the bottom of the page, not at the bottom of the initClient function.
Update 10/11/06:
Next try to make some changes. For example: tdn.garagegames.com/wiki/Beginner
a. Make a new Torque Logo model that is blue instead of red.
b. Make it give 2 points instead of just 1.
c. Make a yellow one that gives 5 points.
Once I have done this, I'll explain how to do it.
Tony
#22
10/14/2006 (7:38 am)
Oh yes and i made the water transperent and wavey. Makes it more realistic :)
#23
Hi, i did i a lil update to infinitum3d i added a lava texture to the water and made it hot lava so when you step in you basicly die, but theres a bug :O a but in tge :O :O! when you go in the lava with full hp you dont die you have 1hp left! but when you go in the lava with less then full hp then you die GLITCH ill try modify the engine to fix that. well anyway you want the file? and Answer me please!
I too am now helping you guys out hey everyone if you need something to ask like making water trancperent or anything from the engine or code ask me or infinitum.
10/15/2006 (4:21 am)
Update to the project 10/15/06! Hi, i did i a lil update to infinitum3d i added a lava texture to the water and made it hot lava so when you step in you basicly die, but theres a bug :O a but in tge :O :O! when you go in the lava with full hp you dont die you have 1hp left! but when you go in the lava with less then full hp then you die GLITCH ill try modify the engine to fix that. well anyway you want the file? and Answer me please!
I too am now helping you guys out hey everyone if you need something to ask like making water trancperent or anything from the engine or code ask me or infinitum.
#24
10/17/2006 (5:54 am)
Oh yes and... infinitum howd you make that picture of the infinitum 3d splash screen? on your profile page.
#25
I'd like to take credit for it, but it was made by someone on my former development team. I'd completely forgotten about it.
---------------------------------------------------------------------------------------------------------
OK, so I've been told the answers to things that had me confused in my prior posts. Therefore I submit;
UPDATE: 10-16-2006
The world is NOT round. The terrain will tile ad infinitum (forever) I think. So if you create a mountain and place a building (interior) on it, then walk in a straight line, eventually you will see another mountain but without the building. The terrain tiles, but the objects do not.
NOTE: I'm placing questions I need answered in italics so that any experts reading this can help us out. :)
But what I don't understand is why the player can walk out of the mission area?
If the red area is the mission area, that should define the borders of my mission, right?
I reduced my mission area to a 5x5 grid (five blue/white default squares). I did this so that my mission area should tile/repeat very quickly, but it doesn't. In fact, I walked so far that the red V (for line of sight in the mission area editor) went clear off the screen.
When does tiling occur? Well, the blue/white default texture squares are about what, 16 meters long. And tiling occurred at about 64 squares, so that's ... 1024 meters? Is that about right? two to the tenth power? or maybe an even 1000m (one km)?
So what if we want to put borders on our mission map? We don't want the player to walk away and never be able to find his/her way back. We could always do the quick and unimaginative fix, like build an ocean and place our player on an island, or we build mountains that the player cannot climb over surrounding the area.
Or could we MAKE the world round?
For example, if we have 54 square mission areas, like a RUBIX CUBE, with nine mission areas (3x3) on each side of a cube (9x6=54), then we could have a pseudo-spherical globe. If each mission area is one kilometer square, then our globe would be 12km around (7miles). the average person could probably walk that in an hour. Not very big, but still big enough for a decent game.
Now I have to figure out how to tell Torque the map connections. And also how to code one km square area maps.
Tony
10/17/2006 (10:47 am)
@Saska - Quote:howd you make that picture of the infinitum 3d splash screen? on your profile page
I'd like to take credit for it, but it was made by someone on my former development team. I'd completely forgotten about it.
---------------------------------------------------------------------------------------------------------
OK, so I've been told the answers to things that had me confused in my prior posts. Therefore I submit;
UPDATE: 10-16-2006
The world is NOT round. The terrain will tile ad infinitum (forever) I think. So if you create a mountain and place a building (interior) on it, then walk in a straight line, eventually you will see another mountain but without the building. The terrain tiles, but the objects do not.
NOTE: I'm placing questions I need answered in italics so that any experts reading this can help us out. :)
But what I don't understand is why the player can walk out of the mission area?
If the red area is the mission area, that should define the borders of my mission, right?
I reduced my mission area to a 5x5 grid (five blue/white default squares). I did this so that my mission area should tile/repeat very quickly, but it doesn't. In fact, I walked so far that the red V (for line of sight in the mission area editor) went clear off the screen.
When does tiling occur? Well, the blue/white default texture squares are about what, 16 meters long. And tiling occurred at about 64 squares, so that's ... 1024 meters? Is that about right? two to the tenth power? or maybe an even 1000m (one km)?
So what if we want to put borders on our mission map? We don't want the player to walk away and never be able to find his/her way back. We could always do the quick and unimaginative fix, like build an ocean and place our player on an island, or we build mountains that the player cannot climb over surrounding the area.
Or could we MAKE the world round?
For example, if we have 54 square mission areas, like a RUBIX CUBE, with nine mission areas (3x3) on each side of a cube (9x6=54), then we could have a pseudo-spherical globe. If each mission area is one kilometer square, then our globe would be 12km around (7miles). the average person could probably walk that in an hour. Not very big, but still big enough for a decent game.
Now I have to figure out how to tell Torque the map connections. And also how to code one km square area maps.
Tony
#26
World Editor Creator (hotkey: F4)
The World Editor Creator has four types of things that can be placed in the world; interiors, shapes, static shapes, and mission objects. I'm going to try out everything in the World Editor Creator.
1. Interiors,
houses, buildings, and things you can walk around inside. these objects are in .DIF format. I don't know what DIF stands for. These structures are built using QuArK (Quake Army Knife) or a similar program. Collision detection with .DIF structures seems to be hard coded into Torque, so we don't have to do anything for this. To use your own .DIF files, place them (and their corresponding texture files) in the C:\Torque\SDK\example\GameOne\data\interiors folder. The demo interiors are wedge, tube, test4, test3, test2, test1, and box.
Wedge is a ramp shape.
Tube is a cube with hollow tubes coming off at 90 degrees.
Test4 is a solid box.
Test3 is a hollow box with two doorways and a pillar inside.
Test2 is a hollow cube with one doorway and a block(?) inside.
Test1 is a hollow cube without a doorway (no access)
Box is a hollow cube with an opening (doorway)
To place an object, just like in the tutorial, below the tree-view (F4) click the + next to Interiors, and again next to GameOne, data, and interiors, to see the list. As you 'mouse-over' the words, they highlight.
Click wedge. You'll see a black wedge shape. Be sure to remember to relight your scene.
You'll see the structure listed in the tree-view as 1234: - InteriorInstance. The number is randomly assigned, I think. you can leave the wedge or delete it. i deleted mine since it's not textured for a game.
2. Shapes,
Shapes>misc>WayPointMarker
Shapes>misc>SpawnShereMarker
Shapes>Items>TorqueLogoItem
I don't know what a WayPointMarker is, but the SpawnSphereMarker is where a player spawns, or is loaded into the game. I'm guessing that creatures/monsters are loaded in through SpawnSpheres as well. The WayPointMarker does utilize a datablock, so I guess it's affected through code.
And the TorqueLogoItem is simply a 3D torque logo that functions as an object. I'm guessing this is the directory for objects and items, such as swords, chairs, etc. place your .DTS files and their textures in the C:\Torque\SDK\example\GameOne\data\shapes folder.
3. Static Shapes
StaticShapes>GameOne>data>shapes>player>player
creates another "blue guy"
while StaticShapes>GameOne>data>shapes>player>debris_player creates this shiny, reflective, metallic something???
StaticShapes>GameOne>data>shapes>markers>octahedron creates a shiny, reflective, metallic diamond???
StaticShapes>GameOne>data>shapes>3dtorquelogo>>torque_logo creates a (you guessed it!) 3D torque logo.
What's the difference between Shapes and Static Shapes
Well, I made a torque logo from the Shapes directory, and another from the Static Shapes directory. In the Inspector, the one from the Shapes directory (torqueLogoItem) has position, rotation, and scale properties, then under Misc it has a nameTag and dataBlock property.
The logo from the Static Shapes directory (torque_logo) also has the position, rotation, and scale properties, but under Media it has shapeName, and a directory listing GameOne/data/shapes/3dtorquelogo/torque_logo.dts
So the two identical objects (both from the same .DTS file), can be manipulated differently, and therefore function differently. They static shape does not get "picked up" and scored during the game, while the Shapes TorqueLogoItem does get picked up and scored.
Well learn more about this later.
4. Mission Objects,
Mission Objects>environment
>Sky - opens a properties window so you can manipulate the sky texture/materials
Object Name:
Material list - let's you select a material in .DML format
Cloud Speed (x3)
Cloud Height (x3)
visible distance
fog distance
fog color
fog volume (x3)
>Sun - opens a properties window so you can manipulate the sun. If this can be modified at run-time, then it may be able to create a day/night effect.
Object Name:
Direction
sun color
ambient color
More to come.
>Lightning - opens a properties window
Object Name:
data block (defaultStorm)
clicking on the defaultStorm button opens a drop-down menu
I couldn't get it to create a storm. I guess it needs some code in the waterdata block.
>Water
Object Name:
Extent (length, width, height of plane - not depth)
Texture Size
Wave Parameters 0,1,2,3
Flood fill? can't read what it says
seed points
Surface Texture, this is a texture file found in C:\Torque\SDK\example\GameOne\data\
Environment Map Texture also found in C:\Torque\SDK\example\GameOne\data\
Unfortunately, I don't know how to accurately place a body of water. I just create it, then use the Inspector to move it to a better location.
>Terrain
Object Name
Terrain file (use the button to locate your terrain file) I don't know what format it uses.
Square size (default is 8)
>AudioEmitter - I'm guessing this creates a sound effect or .WAV player of some kind.
Object Name
sound profile (drop down list)
sound description (drop down list)
audio file, button opens a browser window
Use profile's description? a check box, but I can't readthe text.
Volume
looping? check box, ditto
Is 3Dsound? another check box, again can't read text.
reference distance
max distance
cone inside angle
cone outside angle
cone outside volume
loop count
min loop gap
max loop gap
audio type, default set at 2?
I don't really know what most of this does. I couldn't get it to play any sound files, even the testingwav sound
>Precipitation
Object Name
Name
Precipitation data (drop down list)
I couldn't get this to work. It needs some data.
>Particle Emitter
ObjectName
datablock (drop down list)
Particle data (drop down list)
needs hard code
>fxSunLight
ObjectName
???
>fxShapeReplicator
ObjectName
???
>fxFoliageReplicator
ObjectName
???
>fxLight
ObjectName
fxLightData (drop down list)
in Realm Wars, this creates an area of bright light, which can be manipulated through the Inspector. You can affect size, color, intensity, etc.
>>Mission Objects>Mission
>mission Area
Object Name
Bounding area BINGO
the default numbers for this are 0 0 1024 1024
This gives the coordinates of our mission area, which matches the terrain tiling information I figured out earlier.
I'm going to change it to 0 0 256 256 to see if it tiles faster.
Nope. I can change it, but it doesn't stay 0 0 256 256. It always reverts back to 0 0 1024 1024.
>path
ObjectName
???
>PathMarker - a wireframe green triangle???
ObjectName
???
>Trigger
ObjectName
DataBlock, drop down list
Polyhedron, twelve coordinates?
>Physical Zone, same as trigger
>camera
ObjectName
Position, x, y, z coords.
Rotation
Data Block, defaults to Observer
Team
I don't know what these do yet, but we'll find out.
Mission Objects> System
>SimGroup - as per the tutorial, this is a folder for organizing our objects into groups.
OK, so most of this stuff is still unfamiliar to me. This whole section was interesting, but not very useful.
I have tutorials from PerlMonkey, CodeSampler, and Holodeck (Desmond Fletcher), plus I have all the Torque documentation from GG. I'll read up and try a couple tutorials. I'll start with Desmonds tutorials on environmental effects. Maybe I can make it rain. I'll post more soon.
Tony
10/17/2006 (10:47 am)
UPDATE: 10-16-2006World Editor Creator (hotkey: F4)
The World Editor Creator has four types of things that can be placed in the world; interiors, shapes, static shapes, and mission objects. I'm going to try out everything in the World Editor Creator.
1. Interiors,
houses, buildings, and things you can walk around inside. these objects are in .DIF format. I don't know what DIF stands for. These structures are built using QuArK (Quake Army Knife) or a similar program. Collision detection with .DIF structures seems to be hard coded into Torque, so we don't have to do anything for this. To use your own .DIF files, place them (and their corresponding texture files) in the C:\Torque\SDK\example\GameOne\data\interiors folder. The demo interiors are wedge, tube, test4, test3, test2, test1, and box.
Wedge is a ramp shape.
Tube is a cube with hollow tubes coming off at 90 degrees.
Test4 is a solid box.
Test3 is a hollow box with two doorways and a pillar inside.
Test2 is a hollow cube with one doorway and a block(?) inside.
Test1 is a hollow cube without a doorway (no access)
Box is a hollow cube with an opening (doorway)
To place an object, just like in the tutorial, below the tree-view (F4) click the + next to Interiors, and again next to GameOne, data, and interiors, to see the list. As you 'mouse-over' the words, they highlight.
Click wedge. You'll see a black wedge shape. Be sure to remember to relight your scene.
You'll see the structure listed in the tree-view as 1234: - InteriorInstance. The number is randomly assigned, I think. you can leave the wedge or delete it. i deleted mine since it's not textured for a game.
2. Shapes,
Shapes>misc>WayPointMarker
Shapes>misc>SpawnShereMarker
Shapes>Items>TorqueLogoItem
I don't know what a WayPointMarker is, but the SpawnSphereMarker is where a player spawns, or is loaded into the game. I'm guessing that creatures/monsters are loaded in through SpawnSpheres as well. The WayPointMarker does utilize a datablock, so I guess it's affected through code.
And the TorqueLogoItem is simply a 3D torque logo that functions as an object. I'm guessing this is the directory for objects and items, such as swords, chairs, etc. place your .DTS files and their textures in the C:\Torque\SDK\example\GameOne\data\shapes folder.
3. Static Shapes
StaticShapes>GameOne>data>shapes>player>player
creates another "blue guy"
while StaticShapes>GameOne>data>shapes>player>debris_player creates this shiny, reflective, metallic something???
StaticShapes>GameOne>data>shapes>markers>octahedron creates a shiny, reflective, metallic diamond???
StaticShapes>GameOne>data>shapes>3dtorquelogo>>torque_logo creates a (you guessed it!) 3D torque logo.
What's the difference between Shapes and Static Shapes
Well, I made a torque logo from the Shapes directory, and another from the Static Shapes directory. In the Inspector, the one from the Shapes directory (torqueLogoItem) has position, rotation, and scale properties, then under Misc it has a nameTag and dataBlock property.
The logo from the Static Shapes directory (torque_logo) also has the position, rotation, and scale properties, but under Media it has shapeName, and a directory listing GameOne/data/shapes/3dtorquelogo/torque_logo.dts
So the two identical objects (both from the same .DTS file), can be manipulated differently, and therefore function differently. They static shape does not get "picked up" and scored during the game, while the Shapes TorqueLogoItem does get picked up and scored.
Well learn more about this later.
4. Mission Objects,
Mission Objects>environment
>Sky - opens a properties window so you can manipulate the sky texture/materials
Object Name:
Material list - let's you select a material in .DML format
Cloud Speed (x3)
Cloud Height (x3)
visible distance
fog distance
fog color
fog volume (x3)
>Sun - opens a properties window so you can manipulate the sun. If this can be modified at run-time, then it may be able to create a day/night effect.
Object Name:
Direction
sun color
ambient color
More to come.
>Lightning - opens a properties window
Object Name:
data block (defaultStorm)
clicking on the defaultStorm button opens a drop-down menu
I couldn't get it to create a storm. I guess it needs some code in the waterdata block.
>Water
Object Name:
Extent (length, width, height of plane - not depth)
Texture Size
Wave Parameters 0,1,2,3
Flood fill? can't read what it says
seed points
Surface Texture, this is a texture file found in C:\Torque\SDK\example\GameOne\data\
Environment Map Texture also found in C:\Torque\SDK\example\GameOne\data\
Unfortunately, I don't know how to accurately place a body of water. I just create it, then use the Inspector to move it to a better location.
>Terrain
Object Name
Terrain file (use the button to locate your terrain file) I don't know what format it uses.
Square size (default is 8)
>AudioEmitter - I'm guessing this creates a sound effect or .WAV player of some kind.
Object Name
sound profile (drop down list)
sound description (drop down list)
audio file, button opens a browser window
Use profile's description? a check box, but I can't readthe text.
Volume
looping? check box, ditto
Is 3Dsound? another check box, again can't read text.
reference distance
max distance
cone inside angle
cone outside angle
cone outside volume
loop count
min loop gap
max loop gap
audio type, default set at 2?
I don't really know what most of this does. I couldn't get it to play any sound files, even the testingwav sound
>Precipitation
Object Name
Name
Precipitation data (drop down list)
I couldn't get this to work. It needs some data.
>Particle Emitter
ObjectName
datablock (drop down list)
Particle data (drop down list)
needs hard code
>fxSunLight
ObjectName
???
>fxShapeReplicator
ObjectName
???
>fxFoliageReplicator
ObjectName
???
>fxLight
ObjectName
fxLightData (drop down list)
in Realm Wars, this creates an area of bright light, which can be manipulated through the Inspector. You can affect size, color, intensity, etc.
>>Mission Objects>Mission
>mission Area
Object Name
Bounding area BINGO
the default numbers for this are 0 0 1024 1024
This gives the coordinates of our mission area, which matches the terrain tiling information I figured out earlier.
I'm going to change it to 0 0 256 256 to see if it tiles faster.
Nope. I can change it, but it doesn't stay 0 0 256 256. It always reverts back to 0 0 1024 1024.
>path
ObjectName
???
>PathMarker - a wireframe green triangle???
ObjectName
???
>Trigger
ObjectName
DataBlock, drop down list
Polyhedron, twelve coordinates?
>Physical Zone, same as trigger
>camera
ObjectName
Position, x, y, z coords.
Rotation
Data Block, defaults to Observer
Team
I don't know what these do yet, but we'll find out.
Mission Objects> System
>SimGroup - as per the tutorial, this is a folder for organizing our objects into groups.
OK, so most of this stuff is still unfamiliar to me. This whole section was interesting, but not very useful.
I have tutorials from PerlMonkey, CodeSampler, and Holodeck (Desmond Fletcher), plus I have all the Torque documentation from GG. I'll read up and try a couple tutorials. I'll start with Desmonds tutorials on environmental effects. Maybe I can make it rain. I'll post more soon.
Tony
#27
I to am a newbie to Torque and I would like to ask you if you can turn back the time and add a couple things to your "Getting started" post. You state:
"UPDATE 10/07/06:
The ReadMe.html is just a one page note about where to find help. Look it over or skip straight to the Getting Starting .pdf tutorial.
2. The Getting Started tutorial is excellent. "
and I agree. but, if you look at TDN: Torque coders Getting started: http://tdn.garagegames.com/wiki/TGE/Getting_Started/CVS <-- this one I got to work once, and never again. the CVS softare was like 1.3 in the tut and it is now 2.0.2.4 and all the screens have changed.
I read some place GG recommends updating all files BEFORE coding anything.
I can't get this one to work as the tutorials are all 2-3 versions out of date. Can you take a gander at it and see if you can amend your post to help us new guys get up and running? getting all files current to start seems like a dern good idea.
this article will get MS Visual C++ Compiler instaleld and up and running:
http://tdn.garagegames.com/wiki/Torque/vs2k5 <-- good article. Worked like a champ for me.
I would think where you guys have started adding in your great work would fit in here.
This article will help you setup a dedicated server:
http://www.garagegames.com/mg/forums/result.thread.php?qt=52228 <-- main article
http://www.garagegames.com/mg/forums/result.thread.php?qt=44935 <-- please note attempt 3 is what the file should look like to use the starter.fps The Oct. 13th post by Mike got my short cut to work properly.
And last but not least... if you wanted to be able to compile a .exe to email to a friend, and have them check out your creation online this article should fit the need:
http://tdn.garagegames.com/wiki/Code/Visual_C_Project_SDK may help you thru it. <-- have not even tried this one ans I don't understand the compiler enough to try it.
And since it seems to be a running gag, I am 40. :)
I appre. you taking the time to read over my rantings.
Cliff
10/18/2006 (12:33 am)
Tony,I to am a newbie to Torque and I would like to ask you if you can turn back the time and add a couple things to your "Getting started" post. You state:
"UPDATE 10/07/06:
The ReadMe.html is just a one page note about where to find help. Look it over or skip straight to the Getting Starting .pdf tutorial.
2. The Getting Started tutorial is excellent. "
and I agree. but, if you look at TDN: Torque coders Getting started: http://tdn.garagegames.com/wiki/TGE/Getting_Started/CVS <-- this one I got to work once, and never again. the CVS softare was like 1.3 in the tut and it is now 2.0.2.4 and all the screens have changed.
I read some place GG recommends updating all files BEFORE coding anything.
I can't get this one to work as the tutorials are all 2-3 versions out of date. Can you take a gander at it and see if you can amend your post to help us new guys get up and running? getting all files current to start seems like a dern good idea.
this article will get MS Visual C++ Compiler instaleld and up and running:
http://tdn.garagegames.com/wiki/Torque/vs2k5 <-- good article. Worked like a champ for me.
I would think where you guys have started adding in your great work would fit in here.
This article will help you setup a dedicated server:
http://www.garagegames.com/mg/forums/result.thread.php?qt=52228 <-- main article
http://www.garagegames.com/mg/forums/result.thread.php?qt=44935 <-- please note attempt 3 is what the file should look like to use the starter.fps The Oct. 13th post by Mike got my short cut to work properly.
And last but not least... if you wanted to be able to compile a .exe to email to a friend, and have them check out your creation online this article should fit the need:
http://tdn.garagegames.com/wiki/Code/Visual_C_Project_SDK may help you thru it. <-- have not even tried this one ans I don't understand the compiler enough to try it.
And since it seems to be a running gag, I am 40. :)
I appre. you taking the time to read over my rantings.
Cliff
#28
a trigger is something you can do example: in a racing game you make a checkpoint sign. assign the trigger to it so when the car goes to the goal without passing the checkpoints he wont win.
Oh yes and i saw you mail you sent me.
P.S: i dont think this thread is gonna fit all these posts that are gonna come. if you make another continuing of this thread send me the link ;)
10/18/2006 (5:26 am)
Infinitum a "path" is a green line that you can make and join other paths to make for example: i create a path attach it with annother path and another to make a triangular path. Then attach "Kork" the ork that runs around to that path. and then he will run on the triangle lines...a trigger is something you can do example: in a racing game you make a checkpoint sign. assign the trigger to it so when the car goes to the goal without passing the checkpoints he wont win.
Oh yes and i saw you mail you sent me.
P.S: i dont think this thread is gonna fit all these posts that are gonna come. if you make another continuing of this thread send me the link ;)
#29
Do you mean the GettingStarted.pdf or the CVS tutorial. I don't know the first thing about CVS, but I'll look into it. That'll be my next test :) I'm not a coder (yet) so I haven't run the CVS tutorials. For the WinCVS, I would recommend using V1.3 until garagegames makes a change. The latest versions are not always required or even recommended. Since the tutorial recommends V1.3, I'd stick with that.
@Saska: thanks for the input! I now understand what a 'path' and 'trigger' are. I just have to learn how to use them.
Torque 101: 10/17/2006
Particle Emitters
I'm following a tutorial from Desmond Fletcher's website
[url]http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/effects/p5_particles.shtml[/url
Make a new folder in the Server folder called Scripts
C:\Torque\SDK\example\GameOne\server\Scripts
In the Scripts folder, make a text file called particleEmitters.cs This is a "data file" that will hold all the data for the ParticleEmitterNodeData, ParticleData, and ParticleEmitterData.
Paste this code into particleEmitters.cs
//-------------------
//Reference the ParticleEmitterNodeData (i.e. "defaultParticleEmitterNode) name
//in the dataBlock entry of your mission file
//--timeMultiple controls emission frequency
datablock ParticleEmitterNodeData(defaultParticleEmitterNode)
{
timeMultiple = 1.0; //time multiple must be between 0.01 and 100.0
};
datablock ParticleEmitterNodeData(tenthTimeParticleEmitterNode)
{
timeMultiple = 0.1;
};
//------------------------------
Next is the ParticleData
Note: ParticleData must precede ParticleEmitterData
//------------------------------
//particle control data
datablock ParticleData(BigfireParticle)
{
//----------Image variables---------------
textureName = "~/data/fx/footpuff"; //extension not needed
useInvAlpha = 0; //default = "false"
inheritedVelFactor = 0.0; //default = 0.0
constantAcceleration = 0.0; //default = 0.0
dragCoefficient = 0.9; //default = 0.0 (must be >= 0.0)
windCoefficient = 0.1; //default = 1.0
gravityCoefficient = -0.2; //default = 0.0 (negative rises)
lifetimeMS = 2000.0; //default = 1000 (minimum 100)
lifetimeVarianceMS = 50.0; //default = 0.0 (must be < lifetimeMS)
spinSpeed = 0.0; //default = 0.0 (range -10000 to 10000 ; deg per second)
spinRandomMax = 0.0; //default = 0.0 (range -10000 to 10000)
spinRandomMin = 0.0; //default = 0.0 (range -10000 to 10000; < spinrandommax)
//---------Interpolation variables--------
times[0] = 0.0;
times[1] = 0.33;
times[2] = 0.66;
times[3] = 1.0;
colors[0] = "0.7 0.7 0.0 0.7"; //Red,Green,Blue,Intensity
colors[1] = "0.9 0.8 0.0 0.3";
colors[2] = "0.8 0.8 0.0 0.2";
sizes[0] = 4.0;
sizes[1] = 0.5;
sizes[2] = 0.2;
};
//
//------------------------------
and last, the ParticleEmitterData
//------------------------------
//Use the ParticleEmitterData name as the emitter entry in your mission file
//This section must follow the ParticleData it calls
datablock ParticleEmitterData(BigfireEmitter)
{
ejectionPeriodMS = 10000; //1000 = 1 particle per second (1ms minimum)
periodVarianceMS = 500; //variance has to be less than ejectionPeriodMS
ejectionVelocity = 0.5; // >= 0.0, from 1.0 to 3.0 meters per second
velocityVariance = 0.0; //has to be less than ejectionVelocity
ejectionOffset = 0.0; //ejection start distance from the emitter point >=0
//theta,phi rotation matrix axis angles (degrees) [eg. phi * (PI / 180)]
thetaMax = 10.0; //0-180 degrees
thetaMin = 0.0; //0-180 0 = All heights (min has to be less than max)
phiReferenceVel = 180.0; //0-360, 360=all directions
phiVariance = 0.0; //0-360
overrideAdvances = 0; //0 or 1 function ???
//orients the particles out from the emitter source (1) or as billboard (0)
orientParticles= 1; //0 or 1 "true" or "false"
orientOnVelocity = 0; //0 or 1 billboard if no velocity in mission file
//when tied to an ParticleEmitter object, then these work;
//if ParticleEmitterNode then don't need
//useEmitterSizes = 0;
//useEmitterColors = 0; //default = 0, has to be 0 for ParticleEmitterNode
particles = "BigfireParticle"; //call particle data
};
//----------------------------------------------------------------------------------
save ParticleEmitters.cs
Open the GameOneMission.mis file, located in C:\Torque\SDK\example\GameOne\data\missions directory.
At the bottom, between the last }; and the comment //--- OBJECT WRITE END ---
paste the following
//-------------
new ParticleEmitterNode(campfire) {
position = "180.213 -624.515 200.8";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "defaultParticleEmitterNode";
emitter = "BigfireEmitter";
velocity = "1.0";
};
//-------------
next open game.cs found in the server folder
Add this line
exec("./particlesEmitters.cs"); //df: add to start special effects script
Put it in the functionfunction onServerCreated() where it says
// Load up all datablocks, objects etc.
exec("./camera.cs");
exec("./editor.cs");
exec("./player.cs");
exec("./logoitem.cs");
exec("./particlesEmitters.cs"); //df: add to start special effects script
...continued
10/19/2006 (10:13 am)
@Cliff: Quote:Can you take a gander at it
Do you mean the GettingStarted.pdf or the CVS tutorial. I don't know the first thing about CVS, but I'll look into it. That'll be my next test :) I'm not a coder (yet) so I haven't run the CVS tutorials. For the WinCVS, I would recommend using V1.3 until garagegames makes a change. The latest versions are not always required or even recommended. Since the tutorial recommends V1.3, I'd stick with that.
@Saska: thanks for the input! I now understand what a 'path' and 'trigger' are. I just have to learn how to use them.
Torque 101: 10/17/2006
Particle Emitters
I'm following a tutorial from Desmond Fletcher's website
[url]http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/effects/p5_particles.shtml[/url
Make a new folder in the Server folder called Scripts
C:\Torque\SDK\example\GameOne\server\Scripts
In the Scripts folder, make a text file called particleEmitters.cs This is a "data file" that will hold all the data for the ParticleEmitterNodeData, ParticleData, and ParticleEmitterData.
Paste this code into particleEmitters.cs
//-------------------
//Reference the ParticleEmitterNodeData (i.e. "defaultParticleEmitterNode) name
//in the dataBlock entry of your mission file
//--timeMultiple controls emission frequency
datablock ParticleEmitterNodeData(defaultParticleEmitterNode)
{
timeMultiple = 1.0; //time multiple must be between 0.01 and 100.0
};
datablock ParticleEmitterNodeData(tenthTimeParticleEmitterNode)
{
timeMultiple = 0.1;
};
//------------------------------
Next is the ParticleData
Note: ParticleData must precede ParticleEmitterData
//------------------------------
//particle control data
datablock ParticleData(BigfireParticle)
{
//----------Image variables---------------
textureName = "~/data/fx/footpuff"; //extension not needed
useInvAlpha = 0; //default = "false"
inheritedVelFactor = 0.0; //default = 0.0
constantAcceleration = 0.0; //default = 0.0
dragCoefficient = 0.9; //default = 0.0 (must be >= 0.0)
windCoefficient = 0.1; //default = 1.0
gravityCoefficient = -0.2; //default = 0.0 (negative rises)
lifetimeMS = 2000.0; //default = 1000 (minimum 100)
lifetimeVarianceMS = 50.0; //default = 0.0 (must be < lifetimeMS)
spinSpeed = 0.0; //default = 0.0 (range -10000 to 10000 ; deg per second)
spinRandomMax = 0.0; //default = 0.0 (range -10000 to 10000)
spinRandomMin = 0.0; //default = 0.0 (range -10000 to 10000; < spinrandommax)
//---------Interpolation variables--------
times[0] = 0.0;
times[1] = 0.33;
times[2] = 0.66;
times[3] = 1.0;
colors[0] = "0.7 0.7 0.0 0.7"; //Red,Green,Blue,Intensity
colors[1] = "0.9 0.8 0.0 0.3";
colors[2] = "0.8 0.8 0.0 0.2";
sizes[0] = 4.0;
sizes[1] = 0.5;
sizes[2] = 0.2;
};
//
//------------------------------
and last, the ParticleEmitterData
//------------------------------
//Use the ParticleEmitterData name as the emitter entry in your mission file
//This section must follow the ParticleData it calls
datablock ParticleEmitterData(BigfireEmitter)
{
ejectionPeriodMS = 10000; //1000 = 1 particle per second (1ms minimum)
periodVarianceMS = 500; //variance has to be less than ejectionPeriodMS
ejectionVelocity = 0.5; // >= 0.0, from 1.0 to 3.0 meters per second
velocityVariance = 0.0; //has to be less than ejectionVelocity
ejectionOffset = 0.0; //ejection start distance from the emitter point >=0
//theta,phi rotation matrix axis angles (degrees) [eg. phi * (PI / 180)]
thetaMax = 10.0; //0-180 degrees
thetaMin = 0.0; //0-180 0 = All heights (min has to be less than max)
phiReferenceVel = 180.0; //0-360, 360=all directions
phiVariance = 0.0; //0-360
overrideAdvances = 0; //0 or 1 function ???
//orients the particles out from the emitter source (1) or as billboard (0)
orientParticles= 1; //0 or 1 "true" or "false"
orientOnVelocity = 0; //0 or 1 billboard if no velocity in mission file
//when tied to an ParticleEmitter object, then these work;
//if ParticleEmitterNode then don't need
//useEmitterSizes = 0;
//useEmitterColors = 0; //default = 0, has to be 0 for ParticleEmitterNode
particles = "BigfireParticle"; //call particle data
};
//----------------------------------------------------------------------------------
save ParticleEmitters.cs
Open the GameOneMission.mis file, located in C:\Torque\SDK\example\GameOne\data\missions directory.
At the bottom, between the last }; and the comment //--- OBJECT WRITE END ---
paste the following
//-------------
new ParticleEmitterNode(campfire) {
position = "180.213 -624.515 200.8";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "defaultParticleEmitterNode";
emitter = "BigfireEmitter";
velocity = "1.0";
};
//-------------
next open game.cs found in the server folder
Add this line
exec("./particlesEmitters.cs"); //df: add to start special effects script
Put it in the functionfunction onServerCreated() where it says
// Load up all datablocks, objects etc.
exec("./camera.cs");
exec("./editor.cs");
exec("./player.cs");
exec("./logoitem.cs");
exec("./particlesEmitters.cs"); //df: add to start special effects script
...continued
#30
Switch to mission editor mode (F11) and World Editor creator (F4).
Mission Objects>Environment> ParticleEmitter.
Rats! The datablock and particle data dropdown are still blank. I did something wrong.
Let's go back to the tutorial.
Step one says to add "a datablock and emitter references in your mission file".
Well let's open the mission file and see if I did that.
Yep, placed it at the bottom. I even got the }; correct (I think).
Step two says to "create a new text file that will contain the script controlling the particle node effects. Let's call it particlesEmitter.cs".
OK, let's go into the Server>Scripts folder and open particlesEmitter.cs
oops! I found a mistake. I called my file particleEmitters.cs instead of particlesEmitter.cs (I pluralized the Emitters instead of the particles). But wait, the tutorial calls it different things at different times. Let me go through the code, line by line, to find out what is should be called. In the Game.cs file it calls particlesEmitters.cs with BOTH plural, so let's do the same.
Try the demo again.
Nope, still not working correctly. Let's continue through the tutorial. I'm going to erase all the data in particlesEmitter.cs and re-paste.
AHA! Another mistake. I didn't read the tutorial closely. I need to create a directory for the textures. Go into the data folder and create another folder called fx. Place the textures for your particle emitter in here. Now we can go back into the code and tell it where to find the textures. I used a smokeParticle.png from Realm Wars as a test image. so for the linetextureName = "~/data/fx/footpuff"; I changed footpuff to smokeParticle.
OK, let's try the demo again.
Still not working, but I know we're getting closer. I'm going back to the tutorial again.
OK, I forgot. particlesemitters.cs is in the Scripts directory so the line should actually be
exec("./scripts/particlesEmitters.cs");
Run the demo again.
HOORAY!!!
Go into mission editor (F11) and world editor creator (F4).
There is our particle emitter listed in the tree view!!!
But where is it in the map?
go to the inspector. My spawnSphere position is -140, -71, 19, so I set the location for my emitter to match.
Tada!
Not the greatest effect, but it works!!!
OK, so what did we really do to make this work
1 Create a datablock script.
We created a datablock file called particlesEmitters.cs using notepad as our text editor, and placed it in the Scripts folder of our Server folder.
We coded (well, copied) the script.
2 Call/Run the script
We call this script from the game.cs file with the line exec("./scripts/particlesEmitters.cs");
3 Place emitter in world
We placed the emitter into the mission file be creating a new Particle Emitter Node
//-------
new ParticleEmitterNode(campfire) {
position = "180.213 -624.515 200.8";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "defaultParticleEmitterNode";
emitter = "BigfireEmitter";
velocity = "1.0";
};
//------
Now, when you go to the World Editor Creator, mission objects>environment>particle emitters, you can place additional 'smoke' emitters.
There is alot more to it that this, but I'm just happy I was able to get it to work. I'm not a programmer. To find out what the details are, and for a better tutorial, check out Desmond Fletcher's website at holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/effects/p5_particles.shtml
Now I need to go back and put more texture files in, name things more accurately, and try again :)
Tony
10/19/2006 (10:14 am)
Make sure you save all the changes. Run the Torque demo, and click start.Switch to mission editor mode (F11) and World Editor creator (F4).
Mission Objects>Environment> ParticleEmitter.
Rats! The datablock and particle data dropdown are still blank. I did something wrong.
Let's go back to the tutorial.
Step one says to add "a datablock and emitter references in your mission file".
Well let's open the mission file and see if I did that.
Yep, placed it at the bottom. I even got the }; correct (I think).
Step two says to "create a new text file that will contain the script controlling the particle node effects. Let's call it particlesEmitter.cs".
OK, let's go into the Server>Scripts folder and open particlesEmitter.cs
oops! I found a mistake. I called my file particleEmitters.cs instead of particlesEmitter.cs (I pluralized the Emitters instead of the particles). But wait, the tutorial calls it different things at different times. Let me go through the code, line by line, to find out what is should be called. In the Game.cs file it calls particlesEmitters.cs with BOTH plural, so let's do the same.
Try the demo again.
Nope, still not working correctly. Let's continue through the tutorial. I'm going to erase all the data in particlesEmitter.cs and re-paste.
AHA! Another mistake. I didn't read the tutorial closely. I need to create a directory for the textures. Go into the data folder and create another folder called fx. Place the textures for your particle emitter in here. Now we can go back into the code and tell it where to find the textures. I used a smokeParticle.png from Realm Wars as a test image. so for the linetextureName = "~/data/fx/footpuff"; I changed footpuff to smokeParticle.
OK, let's try the demo again.
Still not working, but I know we're getting closer. I'm going back to the tutorial again.
OK, I forgot. particlesemitters.cs is in the Scripts directory so the line should actually be
exec("./scripts/particlesEmitters.cs");
Run the demo again.
HOORAY!!!
Go into mission editor (F11) and world editor creator (F4).
There is our particle emitter listed in the tree view!!!
But where is it in the map?
go to the inspector. My spawnSphere position is -140, -71, 19, so I set the location for my emitter to match.
Tada!
Not the greatest effect, but it works!!!
OK, so what did we really do to make this work
1 Create a datablock script.
We created a datablock file called particlesEmitters.cs using notepad as our text editor, and placed it in the Scripts folder of our Server folder.
We coded (well, copied) the script.
2 Call/Run the script
We call this script from the game.cs file with the line exec("./scripts/particlesEmitters.cs");
3 Place emitter in world
We placed the emitter into the mission file be creating a new Particle Emitter Node
//-------
new ParticleEmitterNode(campfire) {
position = "180.213 -624.515 200.8";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "defaultParticleEmitterNode";
emitter = "BigfireEmitter";
velocity = "1.0";
};
//------
Now, when you go to the World Editor Creator, mission objects>environment>particle emitters, you can place additional 'smoke' emitters.
There is alot more to it that this, but I'm just happy I was able to get it to work. I'm not a programmer. To find out what the details are, and for a better tutorial, check out Desmond Fletcher's website at holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/effects/p5_particles.shtml
Now I need to go back and put more texture files in, name things more accurately, and try again :)
Tony
#31
"Do you mean the GettingStarted.pdf or the CVS tutorial. I don't know the first thing about CVS, but I'll look into it. That'll be my next test :) I'm not a coder (yet) so I haven't run the CVS tutorials. For the WinCVS, I would recommend using V1.3 until garagegames makes a change. The latest versions are not always required or even recommended. Since the tutorial recommends V1.3, I'd stick with that."
@Tony
Unfort. GG's link to CVS doesn't work. (Their local copy) and the onther link goes to WinCVS and it has 2.0.2.4 about drove me nuts trying to get it to work. I have spent a few hours on it. And, I must be a few synapsis short, as I am not able to figure it out.
This is the Developers Network link getting started:
"Torque coders Getting started: http://tdn.garagegames.com/wiki/TGE/Getting_Started/CVS " to do before satrting to even code in the game engine. Or so it says
I wrote BenG at GG a week ago asking about a new Tut. I am sure they guys at GG are swamped right now with TSE and 1.5 stuff.
That is why I thought I would ask you and Saska if you could have a crack at it. Like I said, I tried. I even started a Tut to post if I could get it to work so others would have a more up to date tut. I was not able to accomplish it though.
:(
thanks again for your time.
Cliff
10/19/2006 (11:51 am)
/qoute "Do you mean the GettingStarted.pdf or the CVS tutorial. I don't know the first thing about CVS, but I'll look into it. That'll be my next test :) I'm not a coder (yet) so I haven't run the CVS tutorials. For the WinCVS, I would recommend using V1.3 until garagegames makes a change. The latest versions are not always required or even recommended. Since the tutorial recommends V1.3, I'd stick with that."
@Tony
Unfort. GG's link to CVS doesn't work. (Their local copy) and the onther link goes to WinCVS and it has 2.0.2.4 about drove me nuts trying to get it to work. I have spent a few hours on it. And, I must be a few synapsis short, as I am not able to figure it out.
This is the Developers Network link getting started:
"Torque coders Getting started: http://tdn.garagegames.com/wiki/TGE/Getting_Started/CVS " to do before satrting to even code in the game engine. Or so it says
I wrote BenG at GG a week ago asking about a new Tut. I am sure they guys at GG are swamped right now with TSE and 1.5 stuff.
That is why I thought I would ask you and Saska if you could have a crack at it. Like I said, I tried. I even started a Tut to post if I could get it to work so others would have a more up to date tut. I was not able to accomplish it though.
:(
thanks again for your time.
Cliff
#32
I ran WinCVS_setup.exe which automatically followed with cvsnt_setup.exe. Unfortunately, I was using my wife's computer, so it didn't have python2.1 (which is required for WinCVS). So I had to dl it. Python.org says v2.5 is the most current, so I installed it.
I just use the defaults when installing anything for the first time.
WinCVS says it still can't find python.
Let me reboot.
WinCVS still says python2.1 or better needs to be installed, but I just installed v2.5
I'll try v2.4.4
OK, now WinCVS is running.
Let me find the GG tutorial and see if I can set things straight.
Wish me luck.
Tony
UPDATE
OK, select Admin>preferences
The prog no longer has a "General" tab as indicated by the tutorial. So the old tutorial is worthless. Check out this link. It's to a free video tutorial someone made using WINK software. Never heard of it, but the video shows basic configuration settings.
Hope this helps!
www.cvsnt.org/pipermail/cvsnt/2005-February/017168.html
10/21/2006 (10:54 am)
OK, I downloaded the WinCVs v.2.0.24I ran WinCVS_setup.exe which automatically followed with cvsnt_setup.exe. Unfortunately, I was using my wife's computer, so it didn't have python2.1 (which is required for WinCVS). So I had to dl it. Python.org says v2.5 is the most current, so I installed it.
I just use the defaults when installing anything for the first time.
WinCVS says it still can't find python.
Let me reboot.
WinCVS still says python2.1 or better needs to be installed, but I just installed v2.5
I'll try v2.4.4
OK, now WinCVS is running.
Let me find the GG tutorial and see if I can set things straight.
Wish me luck.
Tony
UPDATE
OK, select Admin>preferences
The prog no longer has a "General" tab as indicated by the tutorial. So the old tutorial is worthless. Check out this link. It's to a free video tutorial someone made using WINK software. Never heard of it, but the video shows basic configuration settings.
Hope this helps!
www.cvsnt.org/pipermail/cvsnt/2005-February/017168.html
#33
look in tdn theres a tutorial for wincvs... wincvs is for selecting a directory and then connecting your gg account to wincvs then you select thedirectory then it will download auto updates for new versions of tge when they come out to the folder you selected...
10/22/2006 (3:35 am)
NO NO NO!!! INFINITUM YOUR DOING IT ALL WRONG!!! YOU DONT NEED PYTHON FOR WINCVS!!!look in tdn theres a tutorial for wincvs... wincvs is for selecting a directory and then connecting your gg account to wincvs then you select thedirectory then it will download auto updates for new versions of tge when they come out to the folder you selected...
#34
look in tdn theres a tutorial for wincvs... wincvs is for selecting a directory and then connecting your gg account to wincvs then you select thedirectory then it will download auto updates for new versions of tge when they come out to the folder you selected...
10/22/2006 (3:37 am)
NO NO NO!!! INFINITUM YOUR DOING IT ALL WRONG!!! YOU DONT NEED PYTHON FOR WINCVS!!!look in tdn theres a tutorial for wincvs... wincvs is for selecting a directory and then connecting your gg account to wincvs then you select thedirectory then it will download auto updates for new versions of tge when they come out to the folder you selected...
#35
10/22/2006 (3:38 am)
P.S : sorry for the shouting ;)
#36
I got the MMO kit From MyDreamRPG.com and they use SVN. Took me 45 seconds to set us SVC to download the TGE package, then another 20 seconds to set up the MMO kit download. I have never seen anything so easy to do.
@ GG Staff.. If there is a problem with keeping WinCVS, how about converting to SVN?
I swear, SVN has to stand for "Simple, VERY NICE!"
Cliff
ps. Still would like the link to WinCVS to try and make it work.
CB
10/22/2006 (10:10 am)
@ Saska How about the link in the TDN. Please.I got the MMO kit From MyDreamRPG.com and they use SVN. Took me 45 seconds to set us SVC to download the TGE package, then another 20 seconds to set up the MMO kit download. I have never seen anything so easy to do.
@ GG Staff.. If there is a problem with keeping WinCVS, how about converting to SVN?
I swear, SVN has to stand for "Simple, VERY NICE!"
Cliff
ps. Still would like the link to WinCVS to try and make it work.
CB
#37
http://tdn.garagegames.com/wiki/TGE/Getting_Started/CVS
10/23/2006 (12:38 pm)
Heres CVS configuration manual + a link to dl ithttp://tdn.garagegames.com/wiki/TGE/Getting_Started/CVS
#38
10/26/2006 (9:45 am)
Awesome thread! It's just what I'm looking for. Thanks!
#39
10/26/2006 (10:32 am)
Np infinitum and me can help on problems you have.
#40
10-24-2006
I got an email last week asking why I started with Particle Emitters, instead of creating my world first. I really don't know. I guess it's because I assumed particle emitters were difficult, and basically every effect is done with particle emitters. Smoke, fire, magic, etc. but we can come back to particle emitters later, since it does seem to make sense to build a world then make it fancy.
Building a village.
So far, my world consists of terrain, some hills and valleys, a lake, a volcano, a blue player, and five torque logos that can be "picked up" by the blue player to score points.
Not much of a game.
I'm going to get rid of the torque logos and scoreboard. I know how to put them back in later if we choose to (from the GettingStarted.pdf).
I'm going to place some of my buildings (difs) in the world. I'm originally a 3D modeller. I can't say 3D artist, because I'm a beginner, not an artist. But I do have about a hundred buildings (called Interiors by Torque) which I made using QuArK and have saved as .DIF files.
We have to place our .DIF files (along with the corresponding Textures) in the C:\Torque\SDK\example\GameOne\data\interiors folder. Actually, for organizational purposes, the Dif's can be in individual folders, but the textures MUST be in the Interiors folder.
My Interiors folder has subfolders in it named Houses, Taverns, Temples, and Default. Remember, the textures do not go into these subfolders, only the difs do. Textures have to stay in the Interiors folder.
So I've put the demo interiors (box.dif, test1.dif, test1.map, etc) in the folder called Default. I've placed my own tavern and it's map file (Tavern001.dif and Tavern001.map) in the Taverns folder, and the texture files in the Interiors folder.
Run the demo.
F11 to start mission editor.
F4 to start World Editor Creator.
In the lower treeview, click the + next to Interiors. Again the + next to GameOne, then data, interiors, and Taverns.
Tavern001 is the DIF file. Click it, and it should place the Tavern in the world. It's position needs changed, so I move it into a better place. Remember to Re-Light the scene (ALT+L).
I also need to scale the tavern a little bit. The doorway is a little too narrow and too short to allow the blue player to walk through.
OK, I scaled things better. Looks good. I'm going to place a few trees, huts and other things to make a very basic village.
More to come.
Tony
11/02/2006 (10:08 am)
Torque 101: Intro to Torque10-24-2006
I got an email last week asking why I started with Particle Emitters, instead of creating my world first. I really don't know. I guess it's because I assumed particle emitters were difficult, and basically every effect is done with particle emitters. Smoke, fire, magic, etc. but we can come back to particle emitters later, since it does seem to make sense to build a world then make it fancy.
Building a village.
So far, my world consists of terrain, some hills and valleys, a lake, a volcano, a blue player, and five torque logos that can be "picked up" by the blue player to score points.
Not much of a game.
I'm going to get rid of the torque logos and scoreboard. I know how to put them back in later if we choose to (from the GettingStarted.pdf).
I'm going to place some of my buildings (difs) in the world. I'm originally a 3D modeller. I can't say 3D artist, because I'm a beginner, not an artist. But I do have about a hundred buildings (called Interiors by Torque) which I made using QuArK and have saved as .DIF files.
We have to place our .DIF files (along with the corresponding Textures) in the C:\Torque\SDK\example\GameOne\data\interiors folder. Actually, for organizational purposes, the Dif's can be in individual folders, but the textures MUST be in the Interiors folder.
My Interiors folder has subfolders in it named Houses, Taverns, Temples, and Default. Remember, the textures do not go into these subfolders, only the difs do. Textures have to stay in the Interiors folder.
So I've put the demo interiors (box.dif, test1.dif, test1.map, etc) in the folder called Default. I've placed my own tavern and it's map file (Tavern001.dif and Tavern001.map) in the Taverns folder, and the texture files in the Interiors folder.
Run the demo.
F11 to start mission editor.
F4 to start World Editor Creator.
In the lower treeview, click the + next to Interiors. Again the + next to GameOne, then data, interiors, and Taverns.
Tavern001 is the DIF file. Click it, and it should place the Tavern in the world. It's position needs changed, so I move it into a better place. Remember to Re-Light the scene (ALT+L).
I also need to scale the tavern a little bit. The doorway is a little too narrow and too short to allow the blue player to walk through.
OK, I scaled things better. Looks good. I'm going to place a few trees, huts and other things to make a very basic village.
More to come.
Tony
Torque Owner Mark Junior
and guess what i used for the floating house in the sky. i found that empty the so called BUG you said to make it float! COOL HUH! the actual thing i did is create a BIIIG hill then place a cottage on top, use emtpy to empty out the hill and VOILA! an floating house!
since you said infinitum3d is a game that is based on something like dungeons,dragons so i made it OLD fashion etc; Floating houses.... and stuff