How Do I get Started?
by Tom Sullivan · in General Discussion · 08/21/2006 (4:06 pm) · 7 replies
Hi everyone, I'm trying to get started on my game programming but I just don't know when or how to. I got
this Book awhile ago, which lead me to the Torgue Game Engine. The book is called: "3D Game Programming:
All In One". I haven't got too far into it yet, I'm still on page 71. So far so good. I'm learning to do some
simple strings. And learning what the "symbols" ( @ $ ^ * etc ) are used for. I was wondering if anyone else
had read this book and thought it was handy or not, or if there was any problems they faced when they first
got the Torque Game Engine.
this Book awhile ago, which lead me to the Torgue Game Engine. The book is called: "3D Game Programming:
All In One". I haven't got too far into it yet, I'm still on page 71. So far so good. I'm learning to do some
simple strings. And learning what the "symbols" ( @ $ ^ * etc ) are used for. I was wondering if anyone else
had read this book and thought it was handy or not, or if there was any problems they faced when they first
got the Torque Game Engine.
#2
read much before my last post, now I'm on page 113. What I felt was a problem so far was linking 'shapes'
into the gaming world, because the language is so alien to me. But I loved that one test, where you run
chapter 3 demo, and you open the console, type in the shapes ID and set its transform to any coordinates
you desire!! When I first altered the pyramids location, I made it float in the sky, that was so awesome. Then
I tried lowering to the ground. Then, jumped on it, then rasied it. But I would fall because nothing was under
me since the 'shape' would teleport above me. I had a problem with rotating the heart though.
Transforming it was easy. I'm now on "Programmed Scale". which sounds easy enough. What was your
favorite part?
08/22/2006 (1:52 pm)
Oh, sorry about that, I'm kinda new to this, thanks for the information. I'm glad my book is a decent one. I've read much before my last post, now I'm on page 113. What I felt was a problem so far was linking 'shapes'
into the gaming world, because the language is so alien to me. But I loved that one test, where you run
chapter 3 demo, and you open the console, type in the shapes ID and set its transform to any coordinates
you desire!! When I first altered the pyramids location, I made it float in the sky, that was so awesome. Then
I tried lowering to the ground. Then, jumped on it, then rasied it. But I would fall because nothing was under
me since the 'shape' would teleport above me. I had a problem with rotating the heart though.
Transforming it was easy. I'm now on "Programmed Scale". which sounds easy enough. What was your
favorite part?
#3
11/18/2007 (12:30 pm)
I need a good file converter. I downloaded 204 different 3d files, but they weren't in the right format. Some files are .3ds while others are .MAX files. I need help.
#4
11/18/2007 (12:33 pm)
By the way, the files I want to convert them to is .dts (>',')>
#5
But...to get you started...
Max2Dts Tuts
TGE Documentation: Chapter 8, Exporting Shapes from 3D Studio Max
TDN Documentation for Exporter
There are some other threads and tutorials, and there's always TorqueSchool, but that should get you started for now.
*EDIT* - I forgot to ask. What version of 3D Studio Max do you have? If you have it at all?
11/18/2007 (3:23 pm)
Natalia, not that this thread (which has been dead for nearly a year) was posted in the right spot, but you might have better luck posting in this animation forum. They cover modeling and exporting for Torque (.dts format).But...to get you started...
Max2Dts Tuts
TGE Documentation: Chapter 8, Exporting Shapes from 3D Studio Max
TDN Documentation for Exporter
There are some other threads and tutorials, and there's always TorqueSchool, but that should get you started for now.
*EDIT* - I forgot to ask. What version of 3D Studio Max do you have? If you have it at all?
#6
I took the cheezy way but i hope it will pay off. I don't even know what version of 3d studio max they were done in.
11/26/2007 (3:50 pm)
I don't have it. the files looked good and they were realy cool, but it isn't going to help me if i can't use them on Torque.I took the cheezy way but i hope it will pay off. I don't even know what version of 3d studio max they were done in.
#7
An extremely simplified process would be the following:
1. Create a model or open an existing model in Max
2. Load exporter plug-in
3. Make changes to model to fit Torque format (bounding box, metrics, nodes, bone hierarchy)
4. Save
5. Export model to .dts format
6. View model in ShowTool
7. Write script to load in .dts shape
8. Execute script and load game
11/27/2007 (5:41 am)
@Natalia- Unfortunately, you will need a modeling program (such as Max), to export the models.An extremely simplified process would be the following:
1. Create a model or open an existing model in Max
2. Load exporter plug-in
3. Make changes to model to fit Torque format (bounding box, metrics, nodes, bone hierarchy)
4. Save
5. Export model to .dts format
6. View model in ShowTool
7. Write script to load in .dts shape
8. Execute script and load game
Torque Owner The Trusted One
Yes that book is VERY helpfull, however there are some known issues in some of the sample scripts.
none the less I have read that book and am working my way through Advanced 3D Game Programming All-In-One.
If you have any questions feel free to post here or email me.
BTW, you posted this in the wrong forum, shoud be under the TGE public Discussion
The Trusted One
P.S. there is a forum dedicated to that book on this site.