RTS buildings for beginners
by James · in RTS Starter Kit · 10/30/2007 (7:38 am) · 5 replies
I've updated the RTS-SK section of TDN and posted two new 'articles'.
One is a reformatting of an original forum post on polycounts for RTS games and the other is a 'Beginners Guide' to creating RTS buildings.
For the 'RTS buildings for Beginners' guide, I create several versions of the Factory building but am still working on the 3D Studio Max version. I hope to have that uploaded before the end of the week.

To be honest, I'm not 100% sure I did everything in the most efficient or for that matter, even the correct way.
When you have a moment I'd appreciate fellow Torque-nauts taking a look and to post their suggestions and comments here.
Doing this has focused my learning and I hope proves to be of some use to other RTS-SK users.
**edit: formating, etc.
One is a reformatting of an original forum post on polycounts for RTS games and the other is a 'Beginners Guide' to creating RTS buildings.
For the 'RTS buildings for Beginners' guide, I create several versions of the Factory building but am still working on the 3D Studio Max version. I hope to have that uploaded before the end of the week.

To be honest, I'm not 100% sure I did everything in the most efficient or for that matter, even the correct way.
When you have a moment I'd appreciate fellow Torque-nauts taking a look and to post their suggestions and comments here.
Doing this has focused my learning and I hope proves to be of some use to other RTS-SK users.
**edit: formating, etc.
#2
10/31/2007 (11:47 am)
James and Novack, I have to thank you guys for personally carrying the torch for the RTS kit. You both are what makes the Community here great. My partner and artist is looking at this now and if he has anything to add I'm sure he will comment.
#3
how is the hierarchy setup in that sceen? and why? something that stumped me for a few weeks was why only one part of my building showed up and after digging i found a pdf file from years ago with one very important and very understated sentance that is now burned into my brain "all objects under start01 have to end in a number and it has to be the same number."
Its the extream lack of information that drives me mad when i do this stuff. Ok i get it, we are all designing our own games and we want to make something that no one else has. Sure i understand that but why not make people aware of how the tools of the trade work then let them do what they want with them?
Sorry for my rant but while the guide was helpfull i would have loved to see a more in depth version of it. I am actually going to start working on updating the RTS wiki info as best i can from the point of view of someone who is still learning everything.
02/21/2008 (7:10 am)
Something i would like to add or know is why the 4 animations? (build, idle, damaged, destroyed) where are those in the game and how can i change the names of them or even their functions?how is the hierarchy setup in that sceen? and why? something that stumped me for a few weeks was why only one part of my building showed up and after digging i found a pdf file from years ago with one very important and very understated sentance that is now burned into my brain "all objects under start01 have to end in a number and it has to be the same number."
Its the extream lack of information that drives me mad when i do this stuff. Ok i get it, we are all designing our own games and we want to make something that no one else has. Sure i understand that but why not make people aware of how the tools of the trade work then let them do what they want with them?
Sorry for my rant but while the guide was helpfull i would have loved to see a more in depth version of it. I am actually going to start working on updating the RTS wiki info as best i can from the point of view of someone who is still learning everything.
#4
Still, you have a point. It's funny, the other day I was thinking about doing just that (adding that detail) but since you volunteered... :)
The four animations are the stock animations in the kit, chosen I suppose for the general flavour of building construction/destruction in the RTS style games. That's why there are four... mind you, Novack was doing some interesting work on that side of things.
Good luck :)
02/21/2008 (3:23 pm)
Well Brandon, that's why I put a link to the TGE TDN section as it has all the necessary information pertaining to setting up and exporting DTS files. Still, you have a point. It's funny, the other day I was thinking about doing just that (adding that detail) but since you volunteered... :)
The four animations are the stock animations in the kit, chosen I suppose for the general flavour of building construction/destruction in the RTS style games. That's why there are four... mind you, Novack was doing some interesting work on that side of things.
Good luck :)
#5
You can take it slowly and read, and read, and read, till you get it, and then do something with it, or you can just jump in and see what happens. Both are valid options, the thing with the second one -which I'll dare to say is your case-, is that you need at least a basic understanding, or you will be totally lost in a matter of seconds.
There is plenty of reading on the basics concepts of DTS models available on TDN. You should read it and practice, till you found a point where you feel a minium safety. Thats the real, productive moment to jump in; any moment before, will turn quickly into frustration.
The other thing is what I told you on a different thread, and is no more than an opinion, but mixed with a logical recomendation: focus on what you want, from a doable perspective.
* You dont know how Torque works
* You are an artist
* You dont know coding
So first you should decide:
You wanna take this all on yourself? then better start to learn programming. (long term)
You wanna understand how the engine works? You have plenty of reading! (medium term)
You wanna just make the bloody game? focus on what you DO, learn on how to do it right for this SDK (Torque), and look for people willing to work with you, doing those things you dont.
02/21/2008 (7:06 pm)
@Brandon, the problem here seems to be that you went quickly and deep into the mud, which is good, but you dont seem arranged to confront the dirt.You can take it slowly and read, and read, and read, till you get it, and then do something with it, or you can just jump in and see what happens. Both are valid options, the thing with the second one -which I'll dare to say is your case-, is that you need at least a basic understanding, or you will be totally lost in a matter of seconds.
There is plenty of reading on the basics concepts of DTS models available on TDN. You should read it and practice, till you found a point where you feel a minium safety. Thats the real, productive moment to jump in; any moment before, will turn quickly into frustration.
The other thing is what I told you on a different thread, and is no more than an opinion, but mixed with a logical recomendation: focus on what you want, from a doable perspective.
* You dont know how Torque works
* You are an artist
* You dont know coding
So first you should decide:
You wanna take this all on yourself? then better start to learn programming. (long term)
You wanna understand how the engine works? You have plenty of reading! (medium term)
You wanna just make the bloody game? focus on what you DO, learn on how to do it right for this SDK (Torque), and look for people willing to work with you, doing those things you dont.
Torque 3D Owner Novack
CyberianSoftware