Beta Documentation Feedback
by Michael Perry · in Torque 3D Beginner · 03/28/2009 (8:03 pm) · 329 replies
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This was the official feedback thread for the Torque 3D beta.
It is now locked.
Please make post any new documentation feedback in the official thread:
Official Torque 3D Documentation Feedback
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6/16/09 Update Changed title of thread to Torque 3D Beta, instead of Official Torque 3D. When the final release ships, I want to have a clean thread for new users to be able to search through and post in. This thread will be archived.
7/17/09 Update: Tooltips work. Component Tutorials work in certain browsers. CLICK HERE for SVN Change Log.
9/31/09 Update: Posted full TOC for docs, using WIP template to hold spot for final docs to be written. CLICK HERE for SVN Change Log.
This was the official feedback thread for the Torque 3D beta.
It is now locked.
Please make post any new documentation feedback in the official thread:
Official Torque 3D Documentation Feedback
=========================================================================
6/16/09 Update Changed title of thread to Torque 3D Beta, instead of Official Torque 3D. When the final release ships, I want to have a clean thread for new users to be able to search through and post in. This thread will be archived.
7/17/09 Update: Tooltips work. Component Tutorials work in certain browsers. CLICK HERE for SVN Change Log.
9/31/09 Update: Posted full TOC for docs, using WIP template to hold spot for final docs to be written. CLICK HERE for SVN Change Log.
About the author
Programmer.
Thread is locked
#323
My name is John Lomax and I am a senior at columbia college chicago. Currently I have started to use torque 3d(The only torque i have used period) for the first time about a month ago. The first thing I noticed with the documentation and with actually any sort of sdk documentation is that it lacks information on set up in 3rd party applications such as maya, 3ds, lightwave, and xsi. What I mean is this is just simple things that will create abnormalities with a mesh or textures or just documentation in general on how things will react upon exportation out of say, maya. Right now I am creating what is now about a 20 page document on exportation from maya on how to set up collision, set unit scales, setting normals for smoothing groups and for things for 2d packages dealing with texturing such as exporting .dds and multiplying normal maps in crazy bump and Photoshop to get more pop within torque.Once Im done I can send a link to a pdf of some sort to just let you guys take a look but I am sure by then my information might be obsolete. These are just things that I believe should be looked at for people that have not touched an engine at all, what might seem obvious to some might not be to others. Hope this helps and thank you all again for being such a great help on the forums ! :)
10/14/2009 (9:19 pm)
Hi all My name is John Lomax and I am a senior at columbia college chicago. Currently I have started to use torque 3d(The only torque i have used period) for the first time about a month ago. The first thing I noticed with the documentation and with actually any sort of sdk documentation is that it lacks information on set up in 3rd party applications such as maya, 3ds, lightwave, and xsi. What I mean is this is just simple things that will create abnormalities with a mesh or textures or just documentation in general on how things will react upon exportation out of say, maya. Right now I am creating what is now about a 20 page document on exportation from maya on how to set up collision, set unit scales, setting normals for smoothing groups and for things for 2d packages dealing with texturing such as exporting .dds and multiplying normal maps in crazy bump and Photoshop to get more pop within torque.Once Im done I can send a link to a pdf of some sort to just let you guys take a look but I am sure by then my information might be obsolete. These are just things that I believe should be looked at for people that have not touched an engine at all, what might seem obvious to some might not be to others. Hope this helps and thank you all again for being such a great help on the forums ! :)
#324
Mich, your recent post here about 'singleton' and 'new' is actually more informative than the official docs currently are on the matter.
The docs description of singleton seems to lack of a concrete differentiation from 'new', as they remark the fact of beeing a globally accessible object, which in fact is something also present on common objects as well.
Could it have more elaboration on the first paragraph, when suscintly mention "script object with only a single instance"?
Edit: I understand the general programming concept of singleton and the singleton pattern, Im just curious about what it means to use it in torquescript, and what it does.
10/14/2009 (9:28 pm)
Singletons.Mich, your recent post here about 'singleton' and 'new' is actually more informative than the official docs currently are on the matter.
The docs description of singleton seems to lack of a concrete differentiation from 'new', as they remark the fact of beeing a globally accessible object, which in fact is something also present on common objects as well.
Could it have more elaboration on the first paragraph, when suscintly mention "script object with only a single instance"?
Edit: I understand the general programming concept of singleton and the singleton pattern, Im just curious about what it means to use it in torquescript, and what it does.
#325
10/14/2009 (10:40 pm)
@Novack - Yeah. I'm still working out a decent description and example for it. There's so few existing uses for it outside the post-fx shaderdata definitions and GUI control profiles. I'll try to get a better explanation up later.
#326
10/15/2009 (3:23 pm)
I'm going out of town for 4 or 5 days. There will not be any updates from me while I'm gone, since I will have little to no computer access. I should be back in the office around Tuesday.
#327
10/15/2009 (4:00 pm)
Have a nice trip!
#328
10/16/2009 (10:29 am)
Bring us back a shot glass and t-shirt :)
#329
10/16/2009 (10:52 am)
Thank you for getting the images back on the shape editor :D
#330
10/21/2009 (1:55 pm)
Back now. Ready to continue documentation updates. I'm going to rename this thread, lock it, and move it to the public area. I will be creating a new documentation feedback thread so people can start posting fresh information based on 1.0.
Associate Rene Damm
Awesome job on the docs!
@Chris
Michael will put some proper quality documentation in place, but for some temporary docs on the GUI Editor, here's some quick notes that should at least list the various hotkeys and editing features.