Game Development Community

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.
Thread is locked
#41
04/24/2009 (2:38 pm)
Ah okay then
#42
04/24/2009 (3:24 pm)
Starting to shape up real nice...!
#43
04/24/2009 (5:10 pm)
Creating a Legacy Sky

In:
http://docs.garagegames.com/t3d/official/content/documentation/Beginner%20Guide/World%20Editor/Sky.html

Missing Images:
http://docs.garagegames.com/t3d/official/content/documentation/Beginner%20Guide/World%20Editor/images/OpenDML.jpg

http://docs.garagegames.com/t3d/official/content/documentation/Beginner%20Guide/World%20Editor/images/OpenDMLFile.jpg
#44
04/24/2009 (9:05 pm)
link to oregon placid lake on the waterblock tutorial page does not work
#45
04/24/2009 (10:10 pm)
Me:
Quote:Your current scheme jumps fast into the Editors. Are you considering writing down some hints about a recommended compilation environment?

I mean, the previous official docs made that point clear to ridiculous points, like explaining how to check the video driver version, screenshot by screenshot (no offense), but now there is nothing at all! =)

Mich:
Quote:Could you explain your second inquiry a little better? If you are asking if there will be more prep docs before you get into the actual editing, then the answer is yes. The Getting Started section docs also have a Toolbox guide, Project Generator guide, setting up your first project, and what that project contains.

You pretty much answer my question affirmatively there; I was thinking on things like recomended DirectX SDK version, recommended compiler/IDE setup, and as you said, project generator and toolbox sections, etc.
#46
04/24/2009 (11:13 pm)
This looks great. Nice work. Regarding the .cs vs .ts comment in one of the earlier posts (not that this will effect anything) my vote goes to .ts.
#47
04/25/2009 (12:36 am)
@Novack - Cool. We are on the same page then =)

Absolutely there will be larger Getting Started section, covering the following:

- Required software (DXSDK March '09, updated drivers, PhysX drivers)
- Pro software requirements (Visual Studio or Xcode)
- Recommended software, with competitive products broken down by feature, cost, and availability
- SDK Setup
- Project setup
- Torque 3D tools

Basically everything a user should know/have before they even launch the first executable. Remember what I said in the docs:

The goal is to teach you how to use the engine, not how to make a sample game. Anything related to that will be covered.
#48
04/25/2009 (3:01 am)
Adding a WaterPlane: Introduction : However, the WaterBlock is an infinite body of water with an adjustable height.
should be
However, the WaterPlane is an infinite body of water with an adjustable height.

also

Adding a WaterPlane: Conclusion says "However, you will rarely need both in the same level."
Not sure thats true, i'd imagine and island would have a WaterPlane for the surrounding sea and WaterBlocks for inland rivers, pools, etc.
#49
04/25/2009 (9:25 am)
@Dean - Damn, I thought I caught all of the WaterBlock vs WaterPlane mix ups. Btw, rarely was the key word. Not every user is going to have an island map. The only other example is if you have a WaterBlock at a higher level, such as lava in a volcano or a multi-tiered set pools that trickle downward.

You will definitely always want to use the River Tool for creating streams and rivers.
#50
04/25/2009 (9:52 am)
Quote: - Pro software requirements (Visual Studio or Xcode)


We won't be able to use the Express Editions of Visual C++ anymore??

#51
04/25/2009 (10:50 am)
@Gerry - I'm pretty sure by "Pro" he meant for the Pro version (i.e. for handling the source code) - not that you'd need the Pro versions of Visual Studio

#52
04/25/2009 (11:44 am)
Yup that's one possible interpretation but it isn't perfectly clear. I guess we will see soon enough...

Getting back on topic:
When I hover over Introduction in the TOC the pop-up is partially hidden by the title/nav frame above it.
#53
04/25/2009 (11:53 am)
I'm using VS2008 Express, and it works -- so no worries :)

Awesome F'n docs dude! And that comes from someone who has never desired or needed them.
#54
04/25/2009 (12:55 pm)
So.... Second half was supposed to be here already I thought?
#55
04/25/2009 (1:08 pm)
Had to switch gears and take care of another set of docs first which were not World Editor related.
#56
04/25/2009 (1:17 pm)
Noo..no no no no, you do not get to switch things.. work on this, work !!!

Kidding ofcourse, anyways, i got no more whining to do on the docs, except, i miss the particle thing that was there and is not anymore, but then again, it was empty so.. :P

Ill sit back now, keep reading the docs to get smart, and wait for more to come up :)

Font is now fine, so good work so far :)
#57
04/25/2009 (2:20 pm)
AWESOME so far

http://docs.garagegames.com/t3d/official/content/documentation/Beginner%20Guide/Getting%20Started/DirectoryOverview.html#File_Descriptions

Clairification :

Quote:.cs - A .cs file is a TorqueScript file. These script files will contain most of your game logic and code. Originally, TorqueScript files used the .cs extension. The use of .cs is completely new to Torque 3D.

Not sure what these means but something here seems off
#58
04/25/2009 (3:09 pm)
I won't always want to use the River tool for rivers/streams mich.

I like my rivers having a source and destination SOMETIMES ;)

Also, I know it's not really anything to do with Docs but since you read this topic... Why was it ever called the "Road" editor? Technically it would make more sense to call it a path editor, as "road" might give some people the idea that you can create things like road lines/intersections/etc... When it's really just a decal path(though theres nothing wrong with that.)
#59
04/25/2009 (3:21 pm)
path editor would be just as confusing since "paths" are already part of the engine, ai uses them etc...
#60
04/25/2009 (3:49 pm)
THEN TRACK EDITOR :D

Torque has AI? (Gerhard prove me wrong with some awesome T3D ai.:) )

Dunno if it was spotted but:
"each of which contains information related to specific subject."

Right smack on the front page, should probably have a "that" before "specific subject."