Contetn packs and starter kits ported to TGEA
by Emiliano Gusmini · in Torque Game Engine Advanced · 06/29/2007 (12:38 am) · 6 replies
Hi all,
i'd like to know if there is a list with the content packs and starter kits already ported to TGEA or which one are "ready to go".
thanks to all in advance.
i'd like to know if there is a list with the content packs and starter kits already ported to TGEA or which one are "ready to go".
thanks to all in advance.
About the author
#2
06/29/2007 (1:12 am)
And material scripts will need to be written.
#3
i'll start to study the demos..
hard work, guys.. hard work.. :)
06/29/2007 (1:16 am)
Thank you for fast answering!i'll start to study the demos..
hard work, guys.. hard work.. :)
#4
06/29/2007 (5:15 am)
Tridinaut's Medieval Weapons Pack is TGEA ready, and AFX for TGEA has moved into the testing phase. Those, by far, are the two best content packs I've ever purchased.
#5
some one use it?
someone has already ported those products to TGEA?
other idea for a right warm up?
06/29/2007 (6:59 am)
I'd like to port an old game (already developed by myself) and i think the right start is RTS starter kit and RTS enviroment pack.some one use it?
someone has already ported those products to TGEA?
other idea for a right warm up?
#6
06/29/2007 (7:23 am)
RTS Starter Kit has some code in the owner forums for those who want it running in TGEA. I haven't touched it in a while but it worked a few months ago. RTS Environment pack works without any changes, though you'll want to make materials definitions for most things. In general if it is a DTS you just need to make a materials script to tell it how to render the materials. DIFs need to be recompiled. Code is a mix. If it is script it's pretty easy. If it is C++ code then it's easy for anything that isn't graphics related for the most part. Anything graphics related will involve some porting from OpenGL to GFX.
Associate Joseph Euan
With a bit of work and help from a few forum threads, the RTS starter pack can be ported to TGEA.
As for the other content packs, I think anything with .dif's just need to be re-exported to TGEA and they should work.