I need help getting started
by Cameron · in General Discussion · 08/19/2005 (1:59 pm) · 21 replies
IM trying to make a frist person shooter, but i dont no were to begin plus i dont want my preson looking like a fat monster guy with a bow an arrow
if any one can help me that wold be great.
PLEASE HELP!
if any one can help me that wold be great.
PLEASE HELP!
#2
08/19/2005 (2:23 pm)
My friends and I make games im usually just do terrian such ass land watter and trees so can u help me out?
#3
Trees... which modeling program do you use? There are some good tutorials for Milkshape users, for example, on how to make objects to put in the engine.
I just looked at your profile...I see you have art skills. Yes, let us know which art program you use and from there you can get started. One word for you though....if you need to make interiors, you need to use BSP maps (quake style) in this engine. I recommend using Cartography Shop with the Torque art pipeline, but I'm just a beginner with Torque so you may want to ask around.
08/19/2005 (2:26 pm)
In Torque, the terrain engine is already built and it's very good as you can probably see. Water can also be made with the in game editor.Trees... which modeling program do you use? There are some good tutorials for Milkshape users, for example, on how to make objects to put in the engine.
I just looked at your profile...I see you have art skills. Yes, let us know which art program you use and from there you can get started. One word for you though....if you need to make interiors, you need to use BSP maps (quake style) in this engine. I recommend using Cartography Shop with the Torque art pipeline, but I'm just a beginner with Torque so you may want to ask around.
#4
08/19/2005 (2:28 pm)
I have no clue what it was called its been a little while since iv'e played around with terrain. i bought the torgue game engine but i dont no how to use it.
#5
This part of the GG site goes through the basics of the Torque engine. It is nearly impossible to answer the question "How do I get started?" because it lays out no specifics of:
a. Your skills
b. Your experience
c. Your knowledge of the engine
d. Your game premise
So, my suggestion would be to search out the resources of the site...because the link I gave you is accessible from EVERY page in the site (Developer Network options to the right). Other than that, I don't think anyone else on this site would be able to help you out anymore until you have a better understanding of the software itself and what your problem is.
Good luck!
08/19/2005 (2:33 pm)
Http://www.garagegames.com/mg/projects/tge/ This part of the GG site goes through the basics of the Torque engine. It is nearly impossible to answer the question "How do I get started?" because it lays out no specifics of:
a. Your skills
b. Your experience
c. Your knowledge of the engine
d. Your game premise
So, my suggestion would be to search out the resources of the site...because the link I gave you is accessible from EVERY page in the site (Developer Network options to the right). Other than that, I don't think anyone else on this site would be able to help you out anymore until you have a better understanding of the software itself and what your problem is.
Good luck!
#6
B) My experience- little
C) knowledge of the engin- None
D) game premise-???
maybe this will help a bit
08/19/2005 (2:49 pm)
A) my skills- Worked with terrian a few years backB) My experience- little
C) knowledge of the engin- None
D) game premise-???
maybe this will help a bit
#7
especially since it covers Torque, including replacing the fat monster guy.
There's a second edition (coming) out,
but i think it takes off where the first one stops,
so you should probably get the first.
08/19/2005 (3:01 pm)
Ken Finney's book _3D Game Programming All In One_ is an excellent place for the beginner,especially since it covers Torque, including replacing the fat monster guy.
There's a second edition (coming) out,
but i think it takes off where the first one stops,
so you should probably get the first.
#8
08/19/2005 (3:10 pm)
Ok thanks ill get it
#9
08/19/2005 (3:12 pm)
So are you mainly looking to learn the Torque Terrain and Mission editor ? Creating and editing terrain and moving objects around within your level... or do you already know how to access and use them?
#10
08/19/2005 (3:37 pm)
What i want to know how to do is make a frist person shooter WW2, i need help with every thing so im going to ask u guys and buy this book: 3D Game Programming All in One
#11
08/19/2005 (4:10 pm)
Ok... grabbing the books is a good first step since no one can tell you how to make a first person shooter. If you come to us with specific questions we can help you along with those though :)
#12
08/19/2005 (4:34 pm)
Well, you might consider grabbing the book(30-50 USD), Torque(100USD), Milkshape 3D(don't remember :M) (though I prefer max... its a lot cheaper), Quark(Free), and some imaging software. Oh, and you should also either get MSVC++ or use the Torque Build Environment.
#13
08/19/2005 (5:20 pm)
Here is a good place to start. Also get the book "3D Game Programming All In One" by K. Finney. He has another book "Advanced 3D Game Programming All In One" which is the follow up book and more in depth. If you order it online you may be able to order both and save some money. The "Advance" book will be out Aug 26. Another site is torque.smdlabs.com/freeTutorials.htm. Brandon has some great video tutorials to get you started.
#14
08/19/2005 (5:58 pm)
What are all the programs i need so that i can get started making my game?
#15
08/19/2005 (6:07 pm)
I thought your profile said that you are advanced 3D modeler/artist.
#16
08/19/2005 (6:16 pm)
Does it?
#17
If you read through the link I told you above ("Here")... gives you this info. This link tells you what need and how to get started. Here is the link again in case you missed it: www.garagegames.com/mg/projects/tge/.
08/19/2005 (7:02 pm)
Quote:Cameron
Member Posted: Aug 19, 2005 20:58
What are all the programs i need so that i can get started making my game?
If you read through the link I told you above ("Here")... gives you this info. This link tells you what need and how to get started. Here is the link again in case you missed it: www.garagegames.com/mg/projects/tge/.
#18
08/19/2005 (8:23 pm)
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#19
08/20/2005 (9:15 am)
Hey, I forgot to tell you to look at buying the "BraveTree Girl Pack". This Pack Contains a fully rigged and animated character model and documentation. Also included is a an assault rifle for the character to use. And Tim Aste Content Pack Combo #2 is another pack to get started with. The reason I picked these is they have alot of info in these packs to get started with. I also recommend getting Milkshape 3D. It is like $20-$30, it supports lots of file formats. It is a low poly modeling progam, very easy to use. The braveTree packs include Milkshape files in them. You can find a lot of info on these packs and modeling software at www.garagegames.com/mg/projects/tge/artist.php.
#20
I use MSVC++ .NET 2003, also the staff at garagegames uses this as well. Oh one more thing...
You should look into Torsion for AWESOME debugging capabilities.
My advice for starting out your WWII game is to lay out all of the characters and their abilities (if any), weapon loads, storyline (which part of WWII are you going to design?)... and just try to think of things that might be cool but not wise to include in a prototype (You ARE going to prototype before you do major coding, right?
08/20/2005 (8:35 pm)
Quote:Cameron
Posted: Aug 19, 2005 17:58
What are all the programs i need so that i can get started making my game?
Quote:
Jonathan Rose
Posted: Aug 19, 2005 16:34
Well, you might consider grabbing the book(30-50 USD), Torque(100USD), Milkshape 3D($24) (though I prefer max... its a lot cheaper), Quark(Free), and some imaging software. Oh, and you should also either get MSVC++ or use the Torque Build Environment.
I use MSVC++ .NET 2003, also the staff at garagegames uses this as well. Oh one more thing...
You should look into Torsion for AWESOME debugging capabilities.
My advice for starting out your WWII game is to lay out all of the characters and their abilities (if any), weapon loads, storyline (which part of WWII are you going to design?)... and just try to think of things that might be cool but not wise to include in a prototype (You ARE going to prototype before you do major coding, right?
Torque Owner Nmuta Jones
First of all, what skills do you bring to the table? Once we find out what you do or what your experience is, I think we can point you in the right direction .