Game Development Community

Construtor Question

by Tom Feni · in Torque Game Engine · 02/09/2007 (5:54 pm) · 24 replies

Ok first thing.. I cant wait til this is done.. its going to rock.. :)

second, when is it coming out.. :) I get a gift for valentines day and if its not out then I have to wait til fathers day to get it.. cmon guys.. :)

well anyways I guess I can wait, but maybe if you know its going to be released it could be bought in a prepaid manner..
like books and what not.. good way to add some quick income to boot seeing as a lot of people plan to buy it anyways.. :)

well hope to see something soon.. GG's Rocks.....

TomFeni
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#21
04/20/2007 (1:54 pm)
I've had that message a few times, and every time it ended up being a missing texture file.
#22
08/29/2007 (2:44 am)
Hi All Can anybody help me putting some light on Constructor Brush Types and which type is used when and where.....Plz need urgent help.....
#23
10/21/2007 (9:09 pm)
I am having problems with Torque Constructor running under windows vista, even though the wiki says it supports it. All I get is a bunch of flashing screens, and then an error message stating there has been an error with Torque allocating memory.

Please help, I have sent an email, and now a post here, without any help, I really need constructor to work under vista, as I am having problems, little quarks with quark, go figure... hehe, not to mention it is kind of hard to work in, I was looking forward to working in a great tool, which rivals WED of 3DGS...

Please Help ASAP, I even tried telling it to run in compatibility mode for windows xp sp2, no go still.

BTW: I am running an nVidia FX 5200 video card with 256megs of ram, I know its not a directx 10 videocard, but it is well supported in directx 9c, and works great in Torque itself which I have TGE version 1.5.2 of, and like I said Quark runs, but has little rendering issues with hints of lines choppy like not being redrawn properly or something. I will more than happily help on any editor work being done, as this is my bread and butter as I wrote the only unit editor for Total Annihilation, I made the dxf->3do file convertor and helped Kinboat make the fullblown editor in VB, using OpenGL.

(Here's an awesome IDEA -> has anyone seen the map editor for First Person Shooter Creator?)
If not go look at it, made by www.thegamecreators.com and find the link for FPSC, the editor is really the easiest and best editor I have found, only lacking some minor improvements to make it totally sweet, like adding the chunked terrains feature of the 3dgs WED editor, where you can load terrains and place outside terrains in between buildings etc.. I also like the idea of being able to switch between inside and outside editing modes easily, and the rendering shround to make drawing the overhead 3D with models and all possible. Also, combine this feature with the ability to add dynamic model entities, and right from there right click the entity and define the bit of script to go with that entity such as behaviors, AI stuff, or player spawn points, or trigger zones for everything from explosions, to healing zones, to whatever you can imagine, like checkpoints etc.. Here is where FPSC messed up though, IMHO, they will not allow the physics enabled dynamic objects with scripted behaviors in arena games, which is BAD, as people want to blow each other up in DM games, with exploding barrels, or pick up boxes and throw them at people as in HL2, or even make co-op mode where two players (team mates) can attack the onslaught of monsters AI figures together, nothing like in hexen when me and a buddy opened a door and took on 20-40 monsters at once, blasting blood and guts everywhere, this IMHO is a big mistake they made only allowing static entities on arena type games, only allowing active dynamic physics objects in single player modes...

(This sounds like such a good idea, I may implement something like this myself if I can pick apart the quark sourcecode, find the torque stuff, and how the structures work to store things in order, and just use their save and load routines for the map files.) Anyone wanting to help please email me at: storm3@twlakes.net

Also, I have the revolution 3D engine which lets me make 3D Tools pretty easily using visual basic, if you can give me some .Net functions for reading and writing the MAP formats or DIF formats, so I know what types to create and how to fill the fields properly before writing the format out to a file.

I also, would be interested in helping with the model editor supposedly being built into quark latest version, maybe that is also my problem, I am used to the editors from Reality Factory, like RFEditPro and World Edit, which I have the sourcecode to, and could use those to easily convert them for use with Torque if someone can help with the formats, and show me an example of how to keep all the entities, difs etc.., models, both static and dynamic in the right places in the file format tree, so when I write it out, it is in the correct order.

I have no issues with making viewers, and allowing manipulations of objects, and making interfaces, to make things easy to create with, like how to make the movement and manip. tools easier to work with for pro fast map and model editors with making games daily on their mind not learning tons of different ways to do what should be a natural motion with a few buttons and short-cut keys.

I also am up to beta testing anything people have, to throw at me.

Thanks,

Ken Cornett aka StOrM3
MirroVision Studios
#24
10/22/2007 (12:52 am)
Wow, that last post covered so many different topics I don't even know where to begin! :P

Constructor requires at least 512 MB of RAM to run. Check out the System Requirements page for all the specs. Hope this helps!
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