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Does the "TSE Commercial License" include TGE? (newbie alert)

by Sonalysts · in Torque Game Engine · 07/07/2006 (12:42 pm) · 31 replies

Sorry for the naivity of this post. But it is unclear to me if the TSE Commercial license (i.e. programmer seat) does or does not include the base TGE Commercial license... or if they must be purchased separately?

Thanks for putting up with my stupidity. :)

- Jamie
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#21
07/07/2006 (1:38 pm)
It's kind of misleading when you keep calling it an 'upgrade'. TSE is not an upgrade of TGE, it is an entirely different engine. The proper thing to say is 'PORT' to TSE when you're ready to polish the game.
#22
07/07/2006 (1:39 pm)
TSE doesn't have a GUI builder which TGE does, which I use constantly. TSE also doesn't have an IN GAME terrain editor, but you can use external ones to do this, so it's not like you can't edit terrain.

Outside of that, I'd say you aren't really missing any other tools.
#23
07/07/2006 (1:41 pm)
No GUI builder in TSE? Wow. Then are you just supposed to hand-code your UI? Fine with me, really, but that's kind of interesting...

So, when you say use an external terrain editor, do you mean that TSE will load a bitmap for heightmap, or that we have to generate some other file type?
#24
07/07/2006 (1:41 pm)
Well, if I buy the TSE Early Adopter license now (just to have it), I'm assuming I can just pay the difference later when the TSE is final, no?

And am I correct in assuming that the TSE EA doesn't have all of the tools and goodies that the TGE has currently (more hands on coding and scripting, not as much GUI)?
#25
07/07/2006 (1:42 pm)
Quote:TSE doesn't have a GUI builder which TGE does, which I use constantly. TSE also doesn't have an IN GAME terrain editor, but you can use external ones to do this, so it's not like you can't edit terrain.

Outside of that, I'd say you aren't really missing any other tools.

OK, that's what I was assuming...
#26
07/07/2006 (1:42 pm)
My understanding of it was, if you buy a TSE EA license now, then you do not have to pay more later.
#27
07/07/2006 (1:48 pm)
I'm starting to wonder what all you people have been using that doesn't have a GUI Editor.

TSE Milestone 3 has a functional GUI Editor identical to the one in TGE. As well, the terrain editor works the same way on the legacy Torque terrain which is still present in TSE. The new Atlas Terrain does not currently have any tools to support in-game editing, but I think those are in the works.

(The Early Adopter license will grant you a full Indie License when TSE 'goes gold')
#28
07/07/2006 (2:00 pm)
Midhir - What format heightmaps do you use for Atlas Terrain?
#29
07/07/2006 (2:12 pm)
Quote:
TSE doesn't have a GUI builder which TGE does.

This is not true.

Edit: Doh, Midhir already pointed it out.
#30
07/07/2006 (2:21 pm)
I wasn't aware it had been added (guess I should pay more attention), so that leaves the terrain (for the ATLAS system) as the only thing without an in-game tool for, which will be added in the future. Again, their are tools you can use outside the game to build the terrain with. I believe anything that can create the terrain format will work. Anyone have a list?
#31
08/29/2006 (7:13 pm)
Mmmmmkay well here goes. Since atlas supports a completely new and awesome type of terrain (caves! overhangs! holes! awesome stuff that you wish you could do with terrain!) it doesn't have a build in terrain editor yet.

At the moment you have to export a heightmap and convert it to atlas format using a console function. As you might imagine its not exactly optimal for development, need to tweak something? you have to rebuild and redistribute a terrain file (they don't compress very well either, they're quite sizey as they get larger and larger).

BUT you do have the source, so it is *theoretically* possible to create an exporter for a 3d application (3ds max, etc) although I wouldn't attempt it without knowing the atlas engine well. It will continue to grow, but for now you're probably better off using the legacy terrain for prototyping in TSE. Hope this clears this up for you!

BTW: 16 bit .raw files are what are read/converted by the console function.

[Ishbuu]
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