Cfg. Files
by Quentin Headen · in Technical Issues · 06/01/2006 (5:14 pm) · 3 replies
Here I go again. I am a beginner. I just want to know how to make a Microsoft Outlook Confguration File. In the buggy file in the torque SDK Demo, there is a cfg. file. All I want to know is how do you make it. Please give me this information. Thank you.
About the author
Just your average programmer who tries to finish the projects he starts. :) I am currently focused on creating games with Torque engines. My website is http://phaseshiftsoftware.com
#2
A .cfg file is just a text document to explain what can and cannot be exported,
when you export your file from a 3d application(I speak only from a 3ds max persepective).
It is very crucial to get your shape exported correctly. Otherwise some unkown objects may
be rejected by the exporter.
For example:
You have a character in a gun pose. You have the gun in the characters hand.
But..you don't not want the gun to actually export. That is what a .cfg file could do.
You can tell it to export the character bones and mount points, but not the gun and extra
stuff you may have in a scene.
Read it search for it, somewhere in the text it will explain what a .cfg is.Read Chapter 8.Torque Documentaion. and it will help you.
It helps me everytime I forget something.ITs a great starting point.
BTW- Microsoft outlook has nothing to do with torque or .cfg files. Load up someone elses
.cfg with note pad modify it for your object and save it as a plain text document with .cfg at
the end. Thats it. If your exporter doesnt like something - include its name in the - not to
export list.
Read Chapter 8 and you will see. what im saying.
-Surge
06/01/2006 (5:38 pm)
Chapter 8. on character exporting is where I first learned of the .cfg file.(Long time ago)A .cfg file is just a text document to explain what can and cannot be exported,
when you export your file from a 3d application(I speak only from a 3ds max persepective).
It is very crucial to get your shape exported correctly. Otherwise some unkown objects may
be rejected by the exporter.
For example:
You have a character in a gun pose. You have the gun in the characters hand.
But..you don't not want the gun to actually export. That is what a .cfg file could do.
You can tell it to export the character bones and mount points, but not the gun and extra
stuff you may have in a scene.
Read it search for it, somewhere in the text it will explain what a .cfg is.Read Chapter 8.Torque Documentaion. and it will help you.
It helps me everytime I forget something.ITs a great starting point.
BTW- Microsoft outlook has nothing to do with torque or .cfg files. Load up someone elses
.cfg with note pad modify it for your object and save it as a plain text document with .cfg at
the end. Thats it. If your exporter doesnt like something - include its name in the - not to
export list.
Read Chapter 8 and you will see. what im saying.
-Surge
#3
06/01/2006 (5:46 pm)
I want to make a car with the wheels mounted on the mouting bone. Like in the demo, the buggy has the wheels mounted on. I want to do this also so I can make the wheels rotate so the car can run. The buggy has the separate wheels mounted, and I want to mount my wheels on the bones of the car I made. Will the cfg. file allow me to mount the wheels on my car in the game?
Torque Owner Paul /*Wedge*/ DElia