Getting Started
by Donny Wilbanks · in Torque Game Engine · 03/16/2004 (11:24 am) · 20 replies
Alright, hehehe. Here goes the newby questions for those who don't have *all* the tools just yet.
I got the SDKs. I don't have access to MS Visual C 6.0 (sudgested compilier) and IDE, just yet. (Stop flogging me).
I understand from what I read in the docs the the minGW compiler will work, what I am looking for is a IDE that can interface with it.
I am currerntly running the Dev-Cpp 4.9.8.0, it's a nice little IDE, (I think this was the current Beta release, mostly has the minGW installed with the kit - less that I had to set up.), it has the ability to import MS V6 project files (kinda, this just crashes when trying to load up the Torque Engine Demo Project).
So I am at lost on what files I would need to start a working model so I can poke and prod at the engine. Maybe something I could assemble manually, put in one step at a time to create my own project file.
So is there another IDE that may be suitable for with the minGW compiler?
I was fimilure a bit with the Tribes2 scripting and editor before hand and know what to expect with that.
Just trying to get things rolling. Any sudgestion would be helpful.
The other Parts I use are for Modeling Wings 3d 0.98.19c a Nice 3d Modeling tool and MilkShape 3d - for texturing and it's great exporting features. For Painting I use Neopaint (been using it for years) as you can see I am on a virtually no budget.
So is there anything else the community may suddgest to get started?
I got the SDKs. I don't have access to MS Visual C 6.0 (sudgested compilier) and IDE, just yet. (Stop flogging me).
I understand from what I read in the docs the the minGW compiler will work, what I am looking for is a IDE that can interface with it.
I am currerntly running the Dev-Cpp 4.9.8.0, it's a nice little IDE, (I think this was the current Beta release, mostly has the minGW installed with the kit - less that I had to set up.), it has the ability to import MS V6 project files (kinda, this just crashes when trying to load up the Torque Engine Demo Project).
So I am at lost on what files I would need to start a working model so I can poke and prod at the engine. Maybe something I could assemble manually, put in one step at a time to create my own project file.
So is there another IDE that may be suitable for with the minGW compiler?
I was fimilure a bit with the Tribes2 scripting and editor before hand and know what to expect with that.
Just trying to get things rolling. Any sudgestion would be helpful.
The other Parts I use are for Modeling Wings 3d 0.98.19c a Nice 3d Modeling tool and MilkShape 3d - for texturing and it's great exporting features. For Painting I use Neopaint (been using it for years) as you can see I am on a virtually no budget.
So is there anything else the community may suddgest to get started?
#2
03/16/2004 (12:22 pm)
Thanks I will give it a try (hopefuly the flogging will stop)...
#3
03/16/2004 (12:51 pm)
I couldn't get Eclipse, MinGW, and MSYS to work. However I did get MinGw and MSYS to work. I use Tribal IDE witch works great.
#4
and what did you do to set it up? (screaming newby)... :)
03/16/2004 (9:13 pm)
So what is Trible IDE? So where do I find it? any sudgestion and links?and what did you do to set it up? (screaming newby)... :)
#5
03/16/2004 (11:20 pm)
There should be a link to it somewhere in the documentation, its great tool to use with Torque.
#6
03/16/2004 (11:44 pm)
It's just frustrating, I am trying to get a compiler to work. Just spent the last hour trying to get Eclipse to link correctly. I am sure I am doing something wrong... grrr.. Alright I will keep hunting..
#7
03/17/2004 (1:49 am)
Wilbanks: Don't make it sound like newby would be something bad. We are all here to teach and learn, and at some point everyone were a newby, or whatever you'd like to call it. ;)
#9
Use VC++ 7.1 (.NET). Here is a link to the resource:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5288
-Jeff Tunnell GG
Edit: No need for Tribal IDE either. Just use Notepad.
03/17/2004 (8:31 am)
@Donny: If you are a total newbie, don't try to use a GCC based compiler. They are much more complicated and will give you lots of problems.Use VC++ 7.1 (.NET). Here is a link to the resource:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5288
-Jeff Tunnell GG
Edit: No need for Tribal IDE either. Just use Notepad.
#10
I just have to be as cheap as possible at the time. Also why is MS calling it (.NET) now?
and thanks for pointing the link out. :)
Edit: Well I placed a order for it. Now I have to wait some more before asking questions. :(. Oh well. So any tutorials on how to set up this .Net Version is it very similar to the MS V6? in the Offical Example?
03/17/2004 (9:20 am)
Newby: Hhehe, it's not being bad. It's just inexperienced (besides I am trying to throw a little comedy into the thread). I have *very* little programing skill, I have written a few half harded gaming aps with Allegro, used Dev-Cpp for a while. I know enough to be dangerous but not enough to have all the concepts correct. It really could not do what I wanted to do. Linking stuff up gives me a headache. I just have to be as cheap as possible at the time. Also why is MS calling it (.NET) now?
and thanks for pointing the link out. :)
Edit: Well I placed a order for it. Now I have to wait some more before asking questions. :(. Oh well. So any tutorials on how to set up this .Net Version is it very similar to the MS V6? in the Offical Example?
#11
EDIT: Spelling
03/17/2004 (9:44 am)
Well, if you have too much trouble with programming, then you might want to try the complete opposite, which is to do art and 3d models. Just a suggestion. Me personally, I have just started to model, and I think it's so much easier/funner to do, compared to programming. You just have to find your own balancing point. And even if you don't want to try programming, just open notepad (like Jeff said), and do scripting. You can find the info on it here: www.garagegames.com/docs/torque.sdk/index.php#scripting.EDIT: Spelling
#12
Thanks for the Link Kuhles Codezichklein...
03/17/2004 (10:01 am)
Well I will have to play with the scripting untill my new compiler gets here (with a book to boot!) I did a little Tribes2 scripting a while back. So It will be intresting to see what I can do now.Thanks for the Link Kuhles Codezichklein...
#13
03/17/2004 (11:43 am)
@Jeff, I'm a complete newby at c++(nothing before Torque), and I use MinGw and MSYS to compil(gcc3). It works great, I type in 3 simple commands and I have it compiling. It didn't confuse me that much, but trying to get Eclipse working did.
#14
The MinGW and MYSYS seam to work. Elcipse fires up but it does not seam to be linked into anything. It seams like I am running into a similar wall that Josh "T_FM" ran into with elcipse.
Jedit, I could not find the instructions - on how to put in the Torque plugins.
Tribal IDE fired up fine. But I still need a project to point it at (short of pointing it at tribes2).
So I sometimes feel a bit lost, just trying to ask questions so I get the tools working so I can get started. Sometimes feel like trying to use a Standard screw driver on a Philps style screw, it works sometimes. Then again using some of the same set up as the authors of the engine does help, makes it easier to them relate to problems and such.
I myself have been using the Dev-Cpp (IDE), MinGW(Compiler) for a time, playing with the Allegro(Graphics Lib) libs. Good set. But I could not get it to work with the Torque (I could be doing something wrong to).
But then again, these are some good freebe stuff. I really can't complain to much if it don't work with everthing I want to do.
The MinGW and MYSYS seam to work. Elcipse fires up but it does not seam to be linked into anything.
I will try to see if I can get the MS Net version up as soon as it gets here. As I am learning it takes a number of Aps to do work on a game.
Here's another question, How much customization can be done with just the scripting aspect of the Tengine? I understand you can change allot of information regarding location of exsisting items and such inside the game with via scripting. I have done work with Neverwinter Nights scripting - loved it pretty strait forward allowed lots of manipulation of objects, but even then they had a number of limitations.
1) Can new models be added?
2) Can the physics be changed - ie I want to make things hover above the ground plane.
I am sure I can work out a movement scheam the way I want.
Since I can't create a new mod just yet, can I tweak with the Demo that is provided - such as adding new models extra?
03/17/2004 (1:51 pm)
Well I went for about 2 hours last night, going over the instalation and reinstalling stuff on Elcipse, to no avail. The MinGW and MYSYS seam to work. Elcipse fires up but it does not seam to be linked into anything. It seams like I am running into a similar wall that Josh "T_FM" ran into with elcipse.
Jedit, I could not find the instructions - on how to put in the Torque plugins.
Tribal IDE fired up fine. But I still need a project to point it at (short of pointing it at tribes2).
So I sometimes feel a bit lost, just trying to ask questions so I get the tools working so I can get started. Sometimes feel like trying to use a Standard screw driver on a Philps style screw, it works sometimes. Then again using some of the same set up as the authors of the engine does help, makes it easier to them relate to problems and such.
I myself have been using the Dev-Cpp (IDE), MinGW(Compiler) for a time, playing with the Allegro(Graphics Lib) libs. Good set. But I could not get it to work with the Torque (I could be doing something wrong to).
But then again, these are some good freebe stuff. I really can't complain to much if it don't work with everthing I want to do.
The MinGW and MYSYS seam to work. Elcipse fires up but it does not seam to be linked into anything.
I will try to see if I can get the MS Net version up as soon as it gets here. As I am learning it takes a number of Aps to do work on a game.
Here's another question, How much customization can be done with just the scripting aspect of the Tengine? I understand you can change allot of information regarding location of exsisting items and such inside the game with via scripting. I have done work with Neverwinter Nights scripting - loved it pretty strait forward allowed lots of manipulation of objects, but even then they had a number of limitations.
1) Can new models be added?
2) Can the physics be changed - ie I want to make things hover above the ground plane.
I am sure I can work out a movement scheam the way I want.
Since I can't create a new mod just yet, can I tweak with the Demo that is provided - such as adding new models extra?
#15
1)Yes!
2)It won't be smooth. Edit: Unless you use the hover vehicle class for it.
03/17/2004 (4:09 pm)
Torque script is very powerful. I once made an air base deployable for Tribes 2. It had a ground to air teleporter, an inventory station, a vehicle station(pad on top), and a few turrets. All with scripts.1)Yes!
2)It won't be smooth. Edit: Unless you use the hover vehicle class for it.
#16
03/17/2004 (5:27 pm)
I like Textpad a whole lot better for Torque scripting than Notepad, but that's just me. And there's a resource for having the keywords highlighted similiar to an IDE like VS.
#17
03/17/2004 (11:15 pm)
You could also use VC++ or any C++ compiler for writting in Torque Script. Or really you can use any compiler, or SED if you have A6 (3D GameStudio). The advantage to Tribal is it knows all the Torque keywords etc.
#18
03/18/2004 (12:24 am)
Thanks alot, more questions coming later... :)
#19
Yeah, Wings 3D is a great app. ;) And the combination of Wings and MS3D works very well.
For exporting animated shapes from MS3D you shouldn't use the precompiled exporter but rather either compile it yourself or download one of the contributed versions by the Diggers (with LOD) or Lightwave Dave's in order to prevent trouble with your keyframes.
Also Jason Farmer's Milkshape Animation Helper might be helpful to you.
Here is a tutorial how to get animated shapes into your game: Exporting Animated Models from MS3D to the Torque Game Demo
:)
Matt
Furballz
03/18/2004 (1:11 am)
Donny,Yeah, Wings 3D is a great app. ;) And the combination of Wings and MS3D works very well.
For exporting animated shapes from MS3D you shouldn't use the precompiled exporter but rather either compile it yourself or download one of the contributed versions by the Diggers (with LOD) or Lightwave Dave's in order to prevent trouble with your keyframes.
Also Jason Farmer's Milkshape Animation Helper might be helpful to you.
Here is a tutorial how to get animated shapes into your game: Exporting Animated Models from MS3D to the Torque Game Demo
:)
Matt
Furballz
#20
Like where is the "main"
Main body -
* link controls here
* link run time events here
where do the scripts get called from in the first place,
what are the engine overal Heartbeat events (sorry NWN term)... I think it may be time to start another newby thread...
03/18/2004 (11:24 am)
I do agree Wings 3d is great, I had a hard time working with MilkShape. But the texturing was not to bad to work with on it. I am still trying to figure out the Hirearchy of the Scripting engine aspect of Torque.Like where is the "main"
Main body -
* link controls here
* link run time events here
where do the scripts get called from in the first place,
what are the engine overal Heartbeat events (sorry NWN term)... I think it may be time to start another newby thread...
Torque Owner Brian "Bazz" Staudinger
I used this link.
Compiling Torque with Eclipse