Walk through tutorial
by Mal · in Torque Game Engine · 02/05/2004 (6:30 am) · 3 replies
I haven't yet purchased Torque, but soon....
I tried Blitzbasic, 3DGS and now Torque, I was easly able to do this in Blitz basic any I want to see how easy it is to do in Torque.
I would like to import faces from a DXF file, add texture and do a walkthrough.
I have Milkshape so I can import and convert a DXF file.
My questions
1. is there a good sample or tutorial on how to do this ?
2. is there a tutorial on how to package a game, When I package the game does the receiving party have access to the editor by hitting F11 and thus all my objects. I read somewhere that the whole games engine get packaged with the game.
I tried Blitzbasic, 3DGS and now Torque, I was easly able to do this in Blitz basic any I want to see how easy it is to do in Torque.
I would like to import faces from a DXF file, add texture and do a walkthrough.
I have Milkshape so I can import and convert a DXF file.
My questions
1. is there a good sample or tutorial on how to do this ?
2. is there a tutorial on how to package a game, When I package the game does the receiving party have access to the editor by hitting F11 and thus all my objects. I read somewhere that the whole games engine get packaged with the game.
#2
Ya, as far as releasing your game. You can remove the editors if you want and your scripting code is compiled so you don't have to reliese it either. They made a commercial game with toque, they have all the polish worked out. :)
Ben
02/10/2004 (6:19 am)
Hello, Ya, as far as releasing your game. You can remove the editors if you want and your scripting code is compiled so you don't have to reliese it either. They made a commercial game with toque, they have all the polish worked out. :)
Ben
#3
02/11/2004 (6:52 am)
I think the Torque tools are public domain, for converting files from max, and milkshape, plus I think blender. Don't know the link, but I think if you look for them in resources.
Torque Owner Thijs Sloesen
Scattered Studio
About the packaging: you have the source code to the engine, so you can easily disable the editors. That shouldnt be a problem.