Beta 2 TGB 1.1
by James Petruzzi · in Torque Game Builder · 03/23/2006 (5:16 pm) · 36 replies
When was this released??? ive had beta 1.1 and didnt even know this was out. i cant believe how much more kickass it is!
i should rephrase my question.. i see that the particle editor is now in the *level* builder but how do you create a new particle effect?
thanks!
i should rephrase my question.. i see that the particle editor is now in the *level* builder but how do you create a new particle effect?
thanks!
#22
03/24/2006 (8:13 am)
With Script Class linking Mighty Fist was very easy to setup, it was a blast.
#23
Ok, my game is still in early development (they always are...), so I will probably stick to hardcoded levels for some time.
And the script class are SO COOL, really! Using them some time now and it's great. Only the three level inheritance restriction gets annoying at times. And that the object name is linked to a namespace is kind of odd.
03/24/2006 (9:38 am)
@MattOk, my game is still in early development (they always are...), so I will probably stick to hardcoded levels for some time.
And the script class are SO COOL, really! Using them some time now and it's great. Only the three level inheritance restriction gets annoying at times. And that the object name is linked to a namespace is kind of odd.
#24
I am gonna play with it tonight
03/24/2006 (10:40 am)
@matt could you explain how the script classes work, I saw it there but i am not sure how to connect it to my code. I would love to see some samples on connecting objects in the editor to code.I am gonna play with it tonight
#26
03/24/2006 (11:50 am)
I might be going blind, but where is the new particle editor? It's not listed in the menu.
#27
03/24/2006 (1:14 pm)
There are a substantial amount of script files missing... Yes we have the sources for the C++ side but all the implementations of functions that are called from there such as "onAcquireObject", onthis and onthat are done in script in the edso files. I'd like to see what's going on in the new level editor and be able to add to it if need be.
#28
03/24/2006 (1:24 pm)
Good question ... F11 is dead and the "add Effect" button is missing ...
#29
03/24/2006 (1:29 pm)
Select a particle effect and click on the Edit tab :)
#30
03/24/2006 (1:36 pm)
Yes you can edit them, but what if I want to add new ones? there is no add effect button like for images and F11 does not work anymore as well ...
#31
03/24/2006 (1:45 pm)
No there is not an add option -yet-... though to do so you can use the save option, a lot of these workflow issues are being worked on :)
#32
Great addition anyway (have been playing all day long with paths and effects like a little child ;-) )
03/24/2006 (3:21 pm)
Good, think thats what we wanted to know :-)Great addition anyway (have been playing all day long with paths and effects like a little child ;-) )
#33
Is it true ?
Cause there isn't so much of stuff to render at the same time...
Does that mean torqueScript isn't fast enough for particular game ? (with game like "Kill Deal" or "Crimsonland" for example)
03/27/2006 (9:12 am)
I see that the Level Builder is done with C++ for question of speed.Is it true ?
Cause there isn't so much of stuff to render at the same time...
Does that mean torqueScript isn't fast enough for particular game ? (with game like "Kill Deal" or "Crimsonland" for example)
#34
03/27/2006 (9:16 am)
The level builder is done using a combination of C++ and TorqueScript, they both have their respective places.
#35
03/27/2006 (12:52 pm)
I'd speculate it's probably that the C++ side can do certain things easier when it comes to dealing with the engine, and it may be easier to debug too.
#36
04/09/2006 (9:14 pm)
New particle editor kicks! I love the graphs. Its so much easier to get an effect dialed in.
Torque 3D Owner Matthew Langley
Torque