A few questions prior to purchase
by Wysardry · in Torque Game Engine · 03/25/2004 (9:15 am) · 9 replies
I am seriously considering purchasing/licensing a copy of the Torque Engine SDK and would like to know a little more about it before making my final decision.
First and foremost, is it possible to use it to create a CRPG along the lines of the Elder Scrolls series (Arena, Daggerfall and Morrowind), but on a less ambitious scale?
If so, has anyone else had any success with doing so?
Does the SDK include all the tools needed, or is additional software required? I realise that a C++ compiler is mandatory, but despite reading the product info pages and several existing posts here, I am still unsure about other third party tools.
First and foremost, is it possible to use it to create a CRPG along the lines of the Elder Scrolls series (Arena, Daggerfall and Morrowind), but on a less ambitious scale?
If so, has anyone else had any success with doing so?
Does the SDK include all the tools needed, or is additional software required? I realise that a C++ compiler is mandatory, but despite reading the product info pages and several existing posts here, I am still unsure about other third party tools.
About the author
#2
So the included 3D tools are only able to edit existing models rather than create them from scratch? If so, is it possible to import .3ds files (downloaded from a public domain model site for example), or do you have to own 3DS Max and use the export plug-in?
I've been looking at several options for this project: 3D Rad, 3D Game Studio, Irrlicht and Cube.
Although the latter two are basically free, they really only include a basic (unfinished) game engine rather than a full SDK.
The first two are probably a closer match to Torque, and the "lite" versions are cheaper, but AFAIK even the higher priced versions do not include any source code and are not cross-platform.
03/25/2004 (10:09 am)
Well, it takes time to learn any new engine or SDK, so I can live with that restriction. I was just wondering if CRPGs were substantially more difficult to create than other types, as the demo only shows an offroad racing game and a simple FPS.So the included 3D tools are only able to edit existing models rather than create them from scratch? If so, is it possible to import .3ds files (downloaded from a public domain model site for example), or do you have to own 3DS Max and use the export plug-in?
I've been looking at several options for this project: 3D Rad, 3D Game Studio, Irrlicht and Cube.
Although the latter two are basically free, they really only include a basic (unfinished) game engine rather than a full SDK.
The first two are probably a closer match to Torque, and the "lite" versions are cheaper, but AFAIK even the higher priced versions do not include any source code and are not cross-platform.
#3
03/25/2004 (2:47 pm)
.3ds support is coming very soon but it will only be for static shapes not for player models (unless you or someone else wants to add the code to support this).
#4
03/25/2004 (2:58 pm)
If you really want 3ds support, just get the lib3ds open source project and write a converter. Its damn simple for static shapes (IE no animations). I did it for one of our 3D engines in a few hours.
#5
I think Milkshape can do this, but I'm not sure whether it's limited to static models (graphics aren't my strong point).
03/25/2004 (5:38 pm)
Before attempting something like that, I'd probably search for an existing converter or an editor that can import .3ds files and export them in a more suitable format.I think Milkshape can do this, but I'm not sure whether it's limited to static models (graphics aren't my strong point).
#6
since its perfect for rendering a "cubic"-like dungeon.
Right now i am also working on a classic rpg, using a quake3-like engine. The reason i didn't take torque was that i will mostly use indoor levels and the quake3-engine is very good for that.
04/06/2004 (6:52 am)
If you want to do classic type of rpg like "eyes of the beholder" or "dungeon master" then you should have a closer look at cube,since its perfect for rendering a "cubic"-like dungeon.
Right now i am also working on a classic rpg, using a quake3-like engine. The reason i didn't take torque was that i will mostly use indoor levels and the quake3-engine is very good for that.
#7
In the end I decided to purchase a Torque license, as it is much more complete and has been used to power commercial games.
04/07/2004 (5:34 pm)
Cube was one of the engines/SDKs I was comparing Torque with (the others were 3D Rad, 3D Game Studio and Irrlicht).In the end I decided to purchase a Torque license, as it is much more complete and has been used to power commercial games.
#8
Will/does 3ds format cause as many problems as DTS seems to?
04/07/2004 (5:53 pm)
@ Matthew and John:Will/does 3ds format cause as many problems as DTS seems to?
#9
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5502
04/08/2004 (10:57 am)
You decide =)www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5502
Torque Owner John Vanderbeck
VanderGames
Game types such as FPS, RPG, TBS, RTS, etc are all easily done with little to no code changes but bear in mind it takes time to learn and become proficient with the Torque engine.
As for 3rd party tools; In general you need a compiler, a 3d modelling application such as 3DS Max, Blender, Milkshape, a 2d paint program such as Paintshop, Photoshop, Gimp, and a mapping application such as Quark or Worldcraft.