Gui Editor ?? // Publishing for mappers
by Matthew Jones · in Torque Game Engine · 06/08/2002 (6:25 pm) · 3 replies
Two questions:
Actually only one now!
The second question is If I publish a version to distribute to my mappers what is the file structure I would send with it. I was sure they need the map2dif and maybe the others tools
What I don't know is how much of the file system and what part actually goes with the compiled engine.
If there is reference for any of this could you just point me to it.
Thanks
Actually only one now!
The second question is If I publish a version to distribute to my mappers what is the file structure I would send with it. I was sure they need the map2dif and maybe the others tools
What I don't know is how much of the file system and what part actually goes with the compiled engine.
If there is reference for any of this could you just point me to it.
Thanks
#2
06/10/2002 (11:42 am)
Ya I know the liscence aggreement I want to know what file structure from the SDK is needed so that a mapper can make maps with Quark.
#3
if they should be able to actually TEST the maps, you're better off giving them the compiled (and complete) "Torque Demo" -
or they should download a version of Realm Wars... so they can put their files somewhere in the file structure ("/data/interiors/mystuff" or whatever)
and insert it via the World Editor (F11) - F4 - interiors.
If they don't have to test it in-engine, it's enough to give them the compiled "map2dif.exe" and the "torque.fgd" (torque/tools/map2dif/torque.fgd) configuration file.
You should find everything you need to set up Quark on the documentation on this site or at http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/
Then all they have to do is compile the map, put the dif and the associated textures into their directory in Torque and fire up the engine...
Greetings,
Stefan
06/10/2002 (4:02 pm)
Hey Matt,if they should be able to actually TEST the maps, you're better off giving them the compiled (and complete) "Torque Demo" -
or they should download a version of Realm Wars... so they can put their files somewhere in the file structure ("/data/interiors/mystuff" or whatever)
and insert it via the World Editor (F11) - F4 - interiors.
If they don't have to test it in-engine, it's enough to give them the compiled "map2dif.exe" and the "torque.fgd" (torque/tools/map2dif/torque.fgd) configuration file.
You should find everything you need to set up Quark on the documentation on this site or at http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/
Then all they have to do is compile the map, put the dif and the associated textures into their directory in Torque and fire up the engine...
Greetings,
Stefan
Torque Owner Lucas Goodwin