Hello and help
by F.Kurka · in General Discussion · 10/29/2004 (11:28 am) · 14 replies
I've been looking at Torque and it looks like it will meet my needs, but I have a few questions.
My goal is to produce walk thoughs of archeological sites in a naturalistic environment.
User interactivity would be minimal, being limmited to clicking on objects and having a text displayed, or being transported though a portal to a more detailed version.
I am a fairly good at modelling but my programming skills are next to zero. I have a basic understanding of game creation, and some decent texturing skills. I do have time and patience.
Realistically, how suitable would Torque be? I understand that there is documentation, but that it is a bit opaque. And would the book "3d Game Programing All In One" be of help? Also, are there decent tutorials aimed at a total begginer?
I would aprreciate it if you could give me some info. Thanks, -Nando.
My goal is to produce walk thoughs of archeological sites in a naturalistic environment.
User interactivity would be minimal, being limmited to clicking on objects and having a text displayed, or being transported though a portal to a more detailed version.
I am a fairly good at modelling but my programming skills are next to zero. I have a basic understanding of game creation, and some decent texturing skills. I do have time and patience.
Realistically, how suitable would Torque be? I understand that there is documentation, but that it is a bit opaque. And would the book "3d Game Programing All In One" be of help? Also, are there decent tutorials aimed at a total begginer?
I would aprreciate it if you could give me some info. Thanks, -Nando.
#2
Coding would be minimal and limited to scripting, I believe, so you should be fine.
10/29/2004 (12:46 pm)
From what you described, it sound like Torque would be an excellent choice.Coding would be minimal and limited to scripting, I believe, so you should be fine.
#3
One more question- As I don't plan to modify the engine ( wouldn't know how ), do I need to compile anything? Maybe for the portals thing? Are there some decent tutorials? Bear in mind I'm really new at this.
Again, thanks.
10/29/2004 (1:57 pm)
Many thanks to you both. I went to my local Barnes and Nobles and found the book, but some clown stole the cd from it. It was the only copy. I'll check out a couple stores more this weekend.One more question- As I don't plan to modify the engine ( wouldn't know how ), do I need to compile anything? Maybe for the portals thing? Are there some decent tutorials? Bear in mind I'm really new at this.
Again, thanks.
#4
10/29/2004 (2:00 pm)
Yes you WOULD need to compile if you bought the SDK version from GG but you can get a unmodifible version of teh engine from the cd in the book. It is knid of older though so if you have the money you should rpobably buy the torque from here which comes with free updates and whatnot.
#5
My experiance with programing languages go back to a brief encounter with AMOS on the Amiga. Still, this board is very helpfull.
10/29/2004 (2:17 pm)
I would be buying the SDK version in any event, if only to support the developers. It's a steal at the price. My only concerns are of being overwhelmed. My experiance with programing languages go back to a brief encounter with AMOS on the Amiga. Still, this board is very helpfull.
#6
10/29/2004 (2:20 pm)
If you go to the SDK section theres some examples of how the scripting looks. Even though there preview docs, you can still get some good information and make a good choice from there.
#7
...
How will the player/user be "clicking" on objects? In first or third-person? First person would be easier I believe, because you're effectively "shooting" at an object when you click it. As for "being transported though a portal to a more detailed version"... what do you mean by this exactly? Anyway, I guess that could be done in script by changing the position of the player when they enter the portal.
...and what will you be modeling with, btw?
10/29/2004 (6:14 pm)
@Kurka, normally you would compile the source before you could really do anything, and that would obviously require a compiler of some kind, but I believe there is "pre-compiled" code etc. available too (don't need compiler). Perhaps someone can confirm that, cause I never used those myself (pre-compiled version)....
How will the player/user be "clicking" on objects? In first or third-person? First person would be easier I believe, because you're effectively "shooting" at an object when you click it. As for "being transported though a portal to a more detailed version"... what do you mean by this exactly? Anyway, I guess that could be done in script by changing the position of the player when they enter the portal.
...and what will you be modeling with, btw?
#8
As for the game, it would consist of a FPS type walk about. Clicking on ( or shooting at ) some object would bring up a text description, perhaps with a picture. As for the portals, I'm thinking or a "now and then" type of thing.
For now, I'll focus on coming to grips with the package. I downloaded Edward Maurina's guide and have been reading it. It gave me a fair idea of what's involved.
For modelling I use Amapi, mainly. I also, have trueSpace 5, though I haven't liked it that much since version 3.
-Nando.
10/29/2004 (7:13 pm)
Compiling would not be a serious obstacle since there are a few free compilers about. Eventually, I could get a commercial one, if I need to. My only worry here is that I would be overwhelmed by having to deal with too many issues at once. I think that I will buy the book, and get the SDK to gain access to the many resources available.As for the game, it would consist of a FPS type walk about. Clicking on ( or shooting at ) some object would bring up a text description, perhaps with a picture. As for the portals, I'm thinking or a "now and then" type of thing.
For now, I'll focus on coming to grips with the package. I downloaded Edward Maurina's guide and have been reading it. It gave me a fair idea of what's involved.
For modelling I use Amapi, mainly. I also, have trueSpace 5, though I haven't liked it that much since version 3.
-Nando.
#9
10/30/2004 (5:16 am)
I cant confirm wether or not someone has created an exporter for Amapi but if you are looking for a free modeling program that torque DOES have support for then allow me to recomend Blender3d. It can e downloaded for free from www.blender3d.org It is lacking in documentation but there are afew good tutorials out there. Also you can use it commercially with no extra cost.
#10
MingW has worked wonderfully for us in a Windows environment--it uses GCC3 and the windows libraries to compile TGE with no issues once you get MinSys setup as well.
Search the forum here for MingW if you are looking for how to set it up--it took me about an hour and a half and had it working well. The directions on the web page aren't all that great for new users, but their are a couple of threads here in the forums that helped a lot.
The first two posts in This Forum give good directions on initial setup, and the rest of the discussion forum talks about setting up a windows based IDE around MingW and MinSys.
10/30/2004 (5:21 am)
Quote:Compiling would not be a serious obstacle since there are a few free compilers about.
MingW has worked wonderfully for us in a Windows environment--it uses GCC3 and the windows libraries to compile TGE with no issues once you get MinSys setup as well.
Search the forum here for MingW if you are looking for how to set it up--it took me about an hour and a half and had it working well. The directions on the web page aren't all that great for new users, but their are a couple of threads here in the forums that helped a lot.
The first two posts in This Forum give good directions on initial setup, and the rest of the discussion forum talks about setting up a windows based IDE around MingW and MinSys.
#11
Yesterday I downloaded DEV-C++ from BloodShot Software, quote:"Free Integrated Development Environment for the C/C++ Mingw compiler (included with the package). I hope this will do because it has a IDE and comes with an installer.
Today, I managed to get hold of the book, this one with the CD. I should be able to get the full Torque package after my next cash infusion.
As for the model importer, I believe that Milkshape has a torque exporter. Since Amapi has good export options, I should be able to use Milkshape as a go-between.
At this point, I'd like to that all of you for your help. It's very encouraging to feel welcome.
-Nando.
10/30/2004 (3:37 pm)
Hi.Yesterday I downloaded DEV-C++ from BloodShot Software, quote:"Free Integrated Development Environment for the C/C++ Mingw compiler (included with the package). I hope this will do because it has a IDE and comes with an installer.
Today, I managed to get hold of the book, this one with the CD. I should be able to get the full Torque package after my next cash infusion.
As for the model importer, I believe that Milkshape has a torque exporter. Since Amapi has good export options, I should be able to use Milkshape as a go-between.
At this point, I'd like to that all of you for your help. It's very encouraging to feel welcome.
-Nando.
#12
Im sure I seak for everyone by saying "Glad we could be of service :)"
10/30/2004 (6:28 pm)
Yes it does have an exporter for milkshape.Im sure I seak for everyone by saying "Glad we could be of service :)"
#13
10/30/2004 (6:39 pm)
When you purchase Torque now it comes with installable source plus pre-compiled versions of the demos so it would be easy for you to get started.
#14
10/30/2004 (6:51 pm)
That's great. Helps a lot.
Torque Owner Eric Prem