Getting started modding question
by Ben Chang · in Torque Game Engine · 02/05/2008 (12:18 pm) · 7 replies
I have a (theoretically) very simple but pretty specific project, and want to see if it's actually feasible.
I have an existing game made with Torque, and want to mod it. The mod would involve adding one new NPC into one of the maps; it has, let's say, two animations, an idle and an action; the action animation would be triggered by the player walking near him, and it involves detonating an explosive that destroys everything and ends the game.
I've never used Torque so I guess I'm asking how 'open' the assets are - if I buy the devkit, can I open the map and add this guy in there? (I have someone else who'll do the modeling, texturing, animation, etc). Or, are finished torque games closed off to prevent modding like this?
(This is not a commercial project, it's for an art exhibit. )
I have an existing game made with Torque, and want to mod it. The mod would involve adding one new NPC into one of the maps; it has, let's say, two animations, an idle and an action; the action animation would be triggered by the player walking near him, and it involves detonating an explosive that destroys everything and ends the game.
I've never used Torque so I guess I'm asking how 'open' the assets are - if I buy the devkit, can I open the map and add this guy in there? (I have someone else who'll do the modeling, texturing, animation, etc). Or, are finished torque games closed off to prevent modding like this?
(This is not a commercial project, it's for an art exhibit. )
#2
But you should be able to do what you're asking in script. You should be able to create the "level" in Constructor and missions in the world editor.
02/06/2008 (7:32 am)
Unless you want to distribute your work, free or otherwise.But you should be able to do what you're asking in script. You should be able to create the "level" in Constructor and missions in the world editor.
#3
02/06/2008 (2:42 pm)
Thanks, sounds promising. so in a commercially-sold game built with torque, are the levels or maps that ship with it left in a format where they can be opened in Constructor, or are they usually shipped in a locked format of some kind? I can just download it and try it out I guess, I just want to get a good sense of probability of success before putting in the effort; 'cause I'd have to get, like, Windows, and stuff.
#4
And it's not like Torque products are limited to windows.
02/07/2008 (1:30 pm)
Constructor just takes care of interiors. I don't think you'll be able to open those. Whether the missions themselves can be opened through the mission editor or not is the dev's choice, but chances are they won't let you.And it's not like Torque products are limited to windows.
#5
re: windows, that's just on account of the original game is for windows. i'm like 70/20/10 linux/osx/windows :)
02/07/2008 (2:13 pm)
Ahh, I see. That's kind of what I figured. mm, not clear yet on the difference between a mission and an interior, but that's ok ... sounds like in either case best bet will be to remake the level from scratch, either in torque or something else.re: windows, that's just on account of the original game is for windows. i'm like 70/20/10 linux/osx/windows :)
#6
I tend to glance at new Torque games just to see what they have done in this regard. Most are pretty open to modding. On the other end, my company is in the process of developing a game for fairly young kids and we find it useful to lock this project down pretty tightly hoping to avoid any mods that might embarrass straight laced stakeholders.
Even as locked down as our project is, any experienced Torque developer could break into it fairly quickly. I'm hoping seven year olds can't, but I am also prepared to be disappointed! :) We have to balance vague desires for security against the development time cost of more comprehensive approaches.
02/07/2008 (2:32 pm)
As mentioned above, how "locked down" the assets are depends on the individual game project. I tend to glance at new Torque games just to see what they have done in this regard. Most are pretty open to modding. On the other end, my company is in the process of developing a game for fairly young kids and we find it useful to lock this project down pretty tightly hoping to avoid any mods that might embarrass straight laced stakeholders.
Even as locked down as our project is, any experienced Torque developer could break into it fairly quickly. I'm hoping seven year olds can't, but I am also prepared to be disappointed! :) We have to balance vague desires for security against the development time cost of more comprehensive approaches.
#7
Just wanted to say thanks - we're off and running, so far so good. I'll post results in a few weeks, or, keep an eye on www.crudeoils.us. :)
02/14/2008 (12:11 am)
Hi Everyone,Just wanted to say thanks - we're off and running, so far so good. I'll post results in a few weeks, or, keep an eye on www.crudeoils.us. :)
Torque Owner Maddermadcat
Best way is to know is to try, really. And if you're going to be working with scripts only, then buying the SDK is unnecessary.