Game Development Community

Looking to add something to TDN...

by Drew -Gaiiden- Sikora · in Torque Game Builder · 01/28/2006 (5:33 pm) · 8 replies

I want to add a tutorial under the General Game Tutorials and Examples section but I haven't the slightest clue where to start. Total wiki noob. Could some one point me in the right direction? Thanks!

#1
01/28/2006 (6:12 pm)
Yeah...it's a bit complicated. Once you're logged into TDN and at the main T2D page.

- Click any of the "edit" links

- On the next page, below the textbox, there's a list of templates. Click "Template:T2DScript"

- The template that comes up that looks like the main page. Click the second "edit" link, the one that's directly across from the bold "Getting Started" header

- You should be at the template you'll need to edit
#2
01/28/2006 (6:12 pm)
Or, let me know what you want to add and I could do it...
#3
01/28/2006 (11:37 pm)
Tutorial

Thanks Steve. I got it up but I'm still having the same trouble I had last time with "finalizing" it and making the link take people to the actual article and not the edit page.
#4
01/29/2006 (8:44 am)
Nice tutorial Drew.

I've been having trouble with what your talking about as well. How does it handle the user selecting a different resolution?
#5
01/29/2006 (12:29 pm)
Thanks Jesse. Well the whole purpose of the world units (as I understand it) was to make the scenegraphs impervious to resolution changes. It's still slightly confusing to me today as much as it was when I first started using T2D, having not forced myself to implement it in that way yet. So I would imagine resolution changes wouldn't have an effect because even thought the scenewindow object will change its position on the screen it's still "looking" at the same spot in world coordinates.
#6
01/30/2006 (1:02 am)
The thing about world-units is that they're not something special to T2D at all. The idea of a logical coordinate system is used everywhere. The OpenGL and DirectX graphics API, most game-engines including TGE etc.

In this case, what you see on screen is purely related to how you configure your camera. This is by far the most flexible way to go. For instance, setting your camera to 1:1 (pixel:world-unit) gives you a "real world" relationship but some people might want a world-unit to equal a "mile" or "parsec".

Hope this helps,

- Melv.
#7
01/30/2006 (7:23 am)
Gui link

Seems to be the link...looks great!
#8
01/30/2006 (10:11 am)
Oh I like world units and deffinately understand why its useful to have it done the way its done.

The thing that baffles me sometimes is setting gui ctrl positions in regular pixel units and getting them to stay put. In my current project I have to fix a radar scenewindow from 1/4 size to full size by hitting f10 right after launch to get into the gui editor and then hitting it again to come out and its to the size I specified in script.

I used to use the gui editor and still use it to get things close to where I want them but I always seem to end up nudging them in script or using other windows as references to get the positions.

When I get some time I am going to do a slew of test GUI's and im sure I'll find where the trouble is.

- Jesse