TGEA 1.7 "New Project Template
by Syllus · in Torque Game Engine Advanced · 04/10/2008 (10:29 am) · 10 replies
As I was reading throught he docs on converting old engine projects to 1.7 I noticed that it keeps refering to a folder called /products/New Project Template for starting new projects and to use as a directory structure template for converting older ones... however... I do not see a "New Project Template" anywhere, let alone in the products folder.
Is this an oversite or am I totally missing it somewhere?
Thanks
Is this an oversite or am I totally missing it somewhere?
Thanks
#2
04/10/2008 (11:16 am)
I just downloaded and installed it yesterday, and there is no "New Project Template" directory in the Projects folder or anyplace else I've seen. I've also installed on my laptop and my home PC, and I've never seen that directory. I ended up just copying the T3D directory and editing for my project...
#3
Thanks for the response though, I missed the post about this in the bugs forum when i searched for it, I will do any further comments on this in that forum. Thanks again.
For anyone following this thread the previously posted one in the bugs forum is here:
www.garagegames.com/mg/forums/result.thread.php?qt=73988
04/10/2008 (11:19 am)
Hmm... tried it again with a fresh download and still no "New Project Template"... my Products directory is empty... Thanks for the response though, I missed the post about this in the bugs forum when i searched for it, I will do any further comments on this in that forum. Thanks again.
For anyone following this thread the previously posted one in the bugs forum is here:
www.garagegames.com/mg/forums/result.thread.php?qt=73988
#4
All it consisted of was a mirror of the directory structure of all of the various GameExamples, but with no script files except for the main.cs's and the /common directly scripts.
To duplicate it,you can clone any of the examples, and delete all of the files except for the /common directory, and then drop your existing project's script environment in as the porting doc indicates.
04/10/2008 (11:34 am)
It was removed from the final release, but unfortunately the document wasn't updated.All it consisted of was a mirror of the directory structure of all of the various GameExamples, but with no script files except for the main.cs's and the /common directly scripts.
To duplicate it,you can clone any of the examples, and delete all of the files except for the /common directory, and then drop your existing project's script environment in as the porting doc indicates.
#5
04/10/2008 (12:21 pm)
OK, thanks for the swift response :)
#6
04/11/2008 (5:28 am)
@Stephen, just out of curiosity, what was the reason for removing it in the final release?
#7
A better porting process may be addressed in the next point release, depending on the general feedback on porting script environments here in the forums, we'll have to see :)
04/11/2008 (10:44 am)
It was one technique for porting old projects, but from the two betas we didn't hear anyone using it at all, so the decision was made to take it out (we're always trying to trim down installer size, so even just a little bit of stuff gets taken out if it's unused).A better porting process may be addressed in the next point release, depending on the general feedback on porting script environments here in the forums, we'll have to see :)
#8
Could you elaborate a bit on what exactly one would need to do in order to create a new project template. The reason I ask is because all of the game examples are FPS (except AtlasDemo) and I'm interested in creating an RTS, so basically I'm looking for a way to pare down the file structure to a point where I can start adding elements of the RTS starter kit. Thanks.
06/03/2008 (5:19 pm)
Stephen,Could you elaborate a bit on what exactly one would need to do in order to create a new project template. The reason I ask is because all of the game examples are FPS (except AtlasDemo) and I'm interested in creating an RTS, so basically I'm looking for a way to pare down the file structure to a point where I can start adding elements of the RTS starter kit. Thanks.
#9
It gave a few error messages about tunning PHP.exe (probably because i have an apache with php server on my machine???) but it created my new project well and it is working. It's not a bare bone project but all i have to do is make the template more bare bone and all new projects will be just as i made the template.
Beeing a biginner using torque a fast way to start a project is a really big plus for me.
10/01/2008 (9:44 am)
I just downloaded and installed TGEA 1.7.1 today (october 1 2008) and i DO have a template folder inside the projects folder and also there is a nice piece of software that creates a new project from it but changing the name to whatever you want (your projects name).It gave a few error messages about tunning PHP.exe (probably because i have an apache with php server on my machine???) but it created my new project well and it is working. It's not a bare bone project but all i have to do is make the template more bare bone and all new projects will be just as i made the template.
Beeing a biginner using torque a fast way to start a project is a really big plus for me.
#10
10/01/2008 (10:18 am)
Most likely it was calling php from your path rather than the path provided directly via the batch script.
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