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Standalone .dts file browser

by Bryan "daerid" Ross · in Torque Game Engine · 12/10/2001 (10:29 am) · 9 replies

Basically what I want to do is just have a small .exe file that would allow you to load up any .dts file, and choose a skin to display on it. This is going to be a tool for skinners.

Basic controls would be to zoom in and out, and rotate the model ( much like the warrior setup screen in T2 ).

My question is, how would I go about doing this ( I'm not really a pro in c++, and just got the engine, so I'm a little lost in there ) ?

#1
12/10/2001 (11:38 am)
Yes, I know there's a 'show' mod, but I'm looking for something that I won't have to distribute the entire engine with.

Very similar to the 'show' mod though, but with an option to apply different skins to the model.
#2
12/10/2001 (11:51 pm)
C'mon, I have no clue where to start. I just need a little boost :)
#3
12/11/2001 (12:00 am)
I think the reason you're having trouble getting an answer is because nobody's tried to cut out most of the engine yet. A standalone executable would also mean hardcoding all of the GUI elements, too. It's not an easy task.
#4
12/11/2001 (9:54 am)
ick.

oh well. Thanks for the reply anyways =)
#5
12/11/2001 (10:33 am)
If you want you can just distribute the torque exec + the show mod (only the show directory + common). Then you don't distribute anything related to your project. I know it does not totally answer your question, but it may be a solution.
#6
12/11/2001 (10:41 am)
Using the show tool seems the way to go. Writing something from scratch would be a lot of work. The show mod is pretty close to what you want, setting up a new skin selection gui would be mostly scripting.

You could pare down the distribution to just the show directory and a few other support files from common. You could also shrink down the exe by removing the terrain and interiors from the project.
#7
12/11/2001 (10:54 am)
Cool beans. Thanks Tim :) Are you saying just remove those folders from the project before I build?

Also, one of the coders on my team fixed the reSkin() function and added it to script, so it should be really easy from here :)
#8
12/11/2001 (12:00 pm)
Yes, you should be able to remove quite a bit of code. It may take a little trial and error, as many modules are more inter-dependant than they should be. Prime candidates though would be the mission editor, terrain, interior, and a number of related game objects. In some cases you may need to remove references in code, which may not be worth it. If your not overally concerned about exe size, I'd leave the project alone and concentrate on paring down the scripting side.

You can use the -game show command line to load just the show mod and then remove any other script dirs. and files not referenced from the show mod (some common stuff).
#9
12/11/2001 (10:11 pm)
Yeah, I tried deleting those folders from the project, and I got a ton of unresolved externals.

That's fine then, I'll just grab the main .exe and "par" down the script size.

Thanks!