Beta Documentation Feedback
by Michael Perry · in Torque 3D Beginner · 03/28/2009 (8:03 pm) · 329 replies
=========================================================================
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.
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
#82
i believe it's really a connection issue not a script one - ar least in my case
with Rodney could be a different issue
although i must say - at least where i am from (azores) cable connections have been really bad lettly
slower than normal
04/28/2009 (11:10 am)
just tried again the tgea ad then torque 3d - problem not showing anymorei believe it's really a connection issue not a script one - ar least in my case
with Rodney could be a different issue
although i must say - at least where i am from (azores) cable connections have been really bad lettly
slower than normal
#84
Sorry for the trouble :)
04/28/2009 (7:23 pm)
Works fine here at home, in both IE and Firefox. Must be something about my connection at work.Sorry for the trouble :)
#85
04/30/2009 (11:07 am)
Woo more docs are live!
#86
- Fixed missing images for Sky, Terrain, Sun, and a couple others
- Added two Artists docs
- Removed [hide] box in article TOC
- Added Terrain Editor
- Corrected a few more bad links
- Added link to zip file of most recent documentation. So you can download it to your local machine and have the most up to date docs
- Added first component tutorial
- Fixed quite a few grammatical errors community caught
- Began removing dependency on FPS genre kit, switching over to new project using Full Template.
Known Issues
- Component tutorial does not close in any browser except IE (DAMN IT!)
- Rest of the World Editor docs are not up due to past week's rapid update. More stuff became instantly out dated so I had to fix info
- Main TOC sub category bullet points become - signs when clicked (wtf)
- A few of the docs (Sky, TerrainBlock, SkyBox) still use FPS Genre Kit assets. This will be fine for the beta, but will change for the full release.
Another push happening today by 5:00pm (PST). GUARANTEED.
04/30/2009 (11:28 am)
Update- Fixed missing images for Sky, Terrain, Sun, and a couple others
- Added two Artists docs
- Removed [hide] box in article TOC
- Added Terrain Editor
- Corrected a few more bad links
- Added link to zip file of most recent documentation. So you can download it to your local machine and have the most up to date docs
- Added first component tutorial
- Fixed quite a few grammatical errors community caught
- Began removing dependency on FPS genre kit, switching over to new project using Full Template.
Known Issues
- Component tutorial does not close in any browser except IE (DAMN IT!)
- Rest of the World Editor docs are not up due to past week's rapid update. More stuff became instantly out dated so I had to fix info
- Main TOC sub category bullet points become - signs when clicked (wtf)
- A few of the docs (Sky, TerrainBlock, SkyBox) still use FPS Genre Kit assets. This will be fine for the beta, but will change for the full release.
Another push happening today by 5:00pm (PST). GUARANTEED.
#87
04/30/2009 (11:28 am)
Changes will be sync up on the live server in about 15 min.
#88
You work hard Michael, good job so far!
04/30/2009 (11:32 am)
hmm.. push by 5pm is this some clue.....You work hard Michael, good job so far!
#89
Btw, that TSShapeConstructor looks wicked!
04/30/2009 (11:42 am)
Awesome Docs Michael, thank you for the really hard work!Btw, that TSShapeConstructor looks wicked!
#90
04/30/2009 (11:48 am)
Imo, it would be helpful to add a version number or a last updated note to the top of the docs.
#91
@Steve - As soon as the devs decide on a version system for Torque 3D, I will add the tag in the docs. We have an automated way of labeling each article with a version number. As soon as I write docs for a new version, I can just flip a switch and it will be updated.
04/30/2009 (11:58 am)
@All - Thanks for the support =)@Steve - As soon as the devs decide on a version system for Torque 3D, I will add the tag in the docs. We have an automated way of labeling each article with a version number. As soon as I write docs for a new version, I can just flip a switch and it will be updated.
#92
04/30/2009 (12:59 pm)
under the interface section under Main Editor Sections an the image for the tool bar is missing (on the graphich which states hover ove different sections to get description
#93
04/30/2009 (1:04 pm)
@Kenneth - Got it. Should be Toolbar.jpg and not ToolBar.jpg. Thanks
#94
04/30/2009 (1:35 pm)
also on the legacy sky box tutorial section a large number of images are missing
#95
- Terrain Painter Guide was added
- Corrected some busted images, please keep reporting any you find
(Kenneth, check the ones you saw before please)
04/30/2009 (7:05 pm)
Update- Terrain Painter Guide was added
- Corrected some busted images, please keep reporting any you find
(Kenneth, check the ones you saw before please)
#96
04/30/2009 (7:08 pm)
Great News Michael!...and perfect timing...Got Beta!
#97
Good point. +1.
04/30/2009 (9:27 pm)
Good Job Michael!Quote:Imo, it would be helpful to add a version number or a last updated note to the top of the docs.
Good point. +1.
#98
also, it would be handy if there was some documentation on the animation system, (especially in relation to the guns), it strikes me as an odd way of doing things (but I am a torque newbie). A small Tut or similar on how to make entities, like trigger entities would be fairly useful too.
also, is there any documentation in the pipes on the netcode? the 2 example weapons iv seen in the beta use projectiles. Do all the weapons in torque use projectiles? or is there a base class of weapon that uses traces or something similair instead? (A smg shooting hundreds of projectiles sounds like an insane way to do things, I hope I’m right in saying that torque has different methods of doing this :P)
05/03/2009 (3:57 am)
Can I just ask, are there any plans on writing a few "nooby" tutorials for the likes of people that are completely new on the torque scene, such as creating new weapons... a little reference for places to look for things, such as where is the gameplay coded/scripted? also, it would be handy if there was some documentation on the animation system, (especially in relation to the guns), it strikes me as an odd way of doing things (but I am a torque newbie). A small Tut or similar on how to make entities, like trigger entities would be fairly useful too.
also, is there any documentation in the pipes on the netcode? the 2 example weapons iv seen in the beta use projectiles. Do all the weapons in torque use projectiles? or is there a base class of weapon that uses traces or something similair instead? (A smg shooting hundreds of projectiles sounds like an insane way to do things, I hope I’m right in saying that torque has different methods of doing this :P)
#99
05/03/2009 (6:56 am)
There are rong links in the Collada Overview document, not working.Quote: However, the COLLADA Refinery tool (http://sourceforge.net/projects/colladarefinery) can convert any geometry type to triangles.
Quote: If it encounters unsupported geometry. You can use the COLLADA Refinery (http://sourceforge.net/projects/colladarefinery) toolchain to convert a model to triangular geometry.
Quote: See https://collada.org/mediawiki/index.php/Maya_texture_placement_MAYA_extension for more details.
#100
@Aldavidson - Yes, there are plans for simple script tutorials in the Scripting section of the docs, which are not up yet. I'll first cover an overview of TorqueScript, syntax, a reference of ConsoleFunctions that exist, and then move into tutorials on how to script new game play. They will start off simple, and will progress in difficulty.
Something to note, by everyone, is that documentation does not end when the engine is released. I will still be pumping out docs at the same rate I am now.
So far you have listed weapons and projectiles, so I'll make sure to cover that. However, you will need to read the provided examples as well as that is a part of the documentation.
05/03/2009 (12:17 pm)
@Stefan - Thanks for the bad link report.@Aldavidson - Yes, there are plans for simple script tutorials in the Scripting section of the docs, which are not up yet. I'll first cover an overview of TorqueScript, syntax, a reference of ConsoleFunctions that exist, and then move into tutorials on how to script new game play. They will start off simple, and will progress in difficulty.
Something to note, by everyone, is that documentation does not end when the engine is released. I will still be pumping out docs at the same rate I am now.
So far you have listed weapons and projectiles, so I'll make sure to cover that. However, you will need to read the provided examples as well as that is a part of the documentation.
Employee Michael Perry
ZombieShortbus