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How do you make a third or first Person shooter with torque 1.5.2?

by Shawn Cowley · in General Game Discussion · 06/03/2009 (8:04 pm) · 7 replies

can u help me make my first shooter game using torque 1.5.2? thanks if there already is a tutorial can u give me a link thanks

-Bubba0118

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#1
06/03/2009 (9:53 pm)
Learn the basics first: read the Documentation, gain an understanding of the various in-game editors and other outside tools. Way back in the beginning the only tutorials or documentation I ever read/followed was on CodeSampler.com.

Do you have a solid plan of what you want your first FPS game to be? You may want to start simple and then build up to something stronger. But you do need an idea of what you want to do and where you would like it to go. Create a list of "features" that you would like to see in your game. Then take that list and comb through the Resources and find those that seem to do what you want. Integrating resources is a good way to learn how to modify your beginning project. But read through them (and the comments too) to gain an understanding of what is going on, rather than blindly copying and pasting.

You have the starter.fps kit already since you have the SDK -- that's a good beginning. You'll need to add more weapons, items, and gameplay elements, of course, but you can build an almost feature complete game out of it with a little initiative and adaptability.

And when you hit a stumbling block feel free to ask questions. Many people will help steer you in the right direction, offer insight, and even advice.
#2
06/04/2009 (4:34 am)
Shawn,

Long Answer:
Look in the Torque Game Engine forum for a sticky called "Torque 101: Intro to Torque". I have TGE 1.5.2 and started that thread as I went through the basics of learning the SDK. You don't have to follow it word-for-word, but read through it to get an idea.
www.garagegames.com/community/forums/viewthread/51854

I'm no expert, but I always suggest starting with the gettingStarted.pdf, then use the Starter.FPS kit that comes with the SDK. Post #59 in the above mentioned thread tells how I did it.

You're 15, right? What programming languages do you have experience with? I only knew Visual Basic when I started several years ago but I've learned a lot about C++ and TorqueScript since then, just by reading forums and resources, and by asking lots of questions.

What genre do you follow? Medieval Fantasy? Modern Military? Futuristic SciFi?

Short Answer:
The first step to a FPS is to look into the starter kit. To access it, go into C:TGEexamplemain.cs (open it with a text editor), change the $defaultGame line:
//-----------------------------------------------------------------------------
// Torque Game Engine 
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

$defaultGame = "tutorial.base";
$displayHelp = false;

To this:
//-----------------------------------------------------------------------------
// Torque Game Engine 
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

$defaultGame = "starter.fps"; //--CHANGE HERE--//
$displayHelp = false;

If you have more questions, keep asking! We'll try to help.

Tony
#3
06/04/2009 (6:05 pm)
thanks tony i like modern miltary or really any good shooter. listen micheal umm... what do i use to build weoPens, any other objects if you use torque constructer how do i get it to load in sdk. thanks
#4
06/05/2009 (10:50 am)
Objects have to be in .dts format, interiors (buildings are called interiors) have to be in .dif format.

Many programs can export files to .dts format. Blender is an excellent free program for this.

There are also many content packs www.garagegames.com/products/browse/artpacks but many things are available free.

www.garagegames.com/community/resources/view/6221

www.garagegames.com/community/forums/viewthread/75608
#5
06/05/2009 (11:38 am)
Check out the artist documentation for a bunch of information/tutorials/guides about modelling programs that can be used with Torque. Blender is free, but hard to understand for many people, Milkshape is cheap ($30), with programs like Maya or 3D Studio Max being the high-end.

You can use any modelling program you wish to so long as you have some means of getting the final object exported to the .dts format -- and not every application out there has a .dts exporter.

You mentioned Constructor, that's a good easy to use tool for creating buildings that you can go inside of or any other large structures that won't require interaction with. Using TGE 1.5.2 and Constructor you can actually embed .dts shapes into your .dif for use in the game -- this feature makes it handy when you have a bunch of props.

Infinitum mentioned "free" art packs. In my own opinion I've found that most free art should be considered as place-holder quality only, good for prototyping, but not so great when you desire a finished product.
#6
06/05/2009 (12:57 pm)
Those "code sampler" links are useful, so is searching the forums and especially the resources section - it still needs reorganising though.

Also just to prove it can be done, self-indulgent FPS spam ;P

edit
pants ... Filefront erased all my stuff without notifying me, reuploaded then.
#7
06/05/2009 (1:10 pm)
I agree with Michael about Free usually meaning 'low quality'. But every now and then you can find something good. Tridinaut released a few free weapons packs that are professional quality.
www.tridinaut.com/products.htm

You just get lucky sometimes.

TurboSquid.com has some free stuff too, but most isn't in .dts format. I just started uploading some of my own art there, in .dts format for free. Just a couple toasters and a medical sterilizer, sorry no weapons from me yet.

Tony