Game Development Community

Unreal tournament /New style game

by Buzzy · in General Discussion · 01/07/2008 (6:14 pm) · 9 replies

Hi I am new to torque ,as i just discvoering the product and i had a few questions about a style of game i want to create .I am personally a big fan of Unreal Tournament 2004 ,but only certain aspects of it .Meaning i only really like the Assault /trials and some DM .I was wondering if it would be possible to create a game with the same sorta principles ,gamestyles and movement that Unreal Tournament has .I dont know if it would be correct or even morally right to basically rip epic's game style as my own .I am curious to know if it would actually be possible .I am currently working with the fps creator but its kinda well not great .just to get some coding experience .Any comments and suggestions would help .


Thanks

Buyer in Advanced hopefully

#1
01/08/2008 (6:25 am)
You could do it, but it would take quite a lot of scripting to get it right. I'd recommend grabbing the demo and playing around to see if it's right for you. Also, download the fps starter kit from the Torque for Teens book. It was left out of the latest demo for some reason, but is available in the book and online from the publisher. You should also look at the documentation (see the link on the menu) to get going in scripting.
#2
01/08/2008 (10:57 am)
Thanks for the reply David .Now i have another couple questions for you .Since you say that this will take a whole bunch of scripting i am curious .Should i read a C++ book or start with the torque scripting books .As i know of a few of the books and there is a ton of documents out there .Where would you suggest starting first.I have read Books on HTML for web page design but to be honest that language is well very uneducated .Some or most of the codes even correctly typed in dont always work.In terms of c++ is that language like that or like i said where would you suggest i start .Torque script or C++.
#3
01/08/2008 (10:57 am)
Oops by the way the demo you linked for me is really cool.
#4
01/08/2008 (11:28 am)
HTML is an extremely simple tag-based language compared to something like C++. I'm thinking you got a bad book or reference site (and there are a ton of them out there).

I would recommend reading one of the Torque books (or the stuff on this site that is open for free...just look to the documentation link on the menu) to learn TorqueScripting and the engine setup first. You will most likely need some C++ chops, but the majority of what you're doing can be done with TorqueScript.
#5
01/08/2008 (4:33 pm)
Ok thanks again for the info David again a huge Help .But i can go with a few more questions if you dont mind .I have been looking around the site and have had a look at the torque Constuctor tool .Now from what i have read this seems to be the optimum map making tool for the Torque Engine ,if i am wrong correct me .I am asking if i build an texture a map in that software can i export it to the torque game engine .Or is it like i use the engine to simply build the game code ,then use maps i make in constructor to play on somewhat like the ued is for unreal .I hope i am right in that regard .I have downloaded the Constructor to have a look at and it seems very similar to both the ued and quake way to make maps .Some minor differences but fundamentaly the same .

Also I have been looking at the constructor and i got a registar key but ,when i try and save a map then re open the textures dont keep applied .Even for like a small space .I did create a new Texture library for myself but i am not sure what the prob is .


Thanksin advance
#6
01/09/2008 (6:40 am)
Constructor is currently one of the best tools for creating maps for Torque. Quark and 3D World Studio are also popular options. I know that some groups are also using Radiant now that it has been GPL'd. And you're right about it being similar to UEd or Radiant for Unreal/Quake map making. When you export it, make sure that you copy the DIF's and textures that it exports (or better yet, export to the correct interiors directory in the first place so that it will automatically place them).

I'm not sure why the textures aren't remaining applied between saves, though. That's a new one. Are you saving it as a .csx or .map?
#7
01/09/2008 (7:49 am)
Yes but like i said when i save it then reload it dont reload the textures.All i get is the uVmaps and like weird colored blocks .Like where i have apllied textures.Plus when i Create my own texture library and import my textures i will close but when i reload the constructor it dont show the textures ,just and error block .I could send you a picture.I am saving it as a CSX.should i do a map.
#8
01/09/2008 (8:08 am)
It should work with either one. Are your textures located on a jumpdrive or something that the USB hub could be powering down? That's just odd.
#9
01/09/2008 (8:27 am)
No they are in a folder on my Main Drive .Its kinda weird.I want to use the constructor and not the quark thing that i read about and maybe used once or twice when i used to play quake .Cause its not as good as constructor .Its just freaking me out .I have put my registar key in but it just wont save the textures even in the library .