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Source Engine versus TGEA

by Alex Jordan · in Torque Game Engine · 04/26/2008 (1:28 pm) · 1 replies

Hi, guys.

I've been thinking about buying a license for TGEA. I've been a modder for about 8 years and almost all of my experience pertains to Half-Life 1's GoldSource engine and HL2's Source engine. I'm a mapper by trade, but having run my own (and now failed) HL2 mod, I've become a pretty capable modeler, skinner, animator, and 2D graphics guy.

I got sick of Source modding for a vast amount of reasons. The reasons that directly pertain to my new interest in TGEA are: the frustrations inherent in the Source SDK's workflow (poor compilers, errors, lots of steps to get something ingame); a dwindling audience for successful mods; and the inability to go commercial without having to become Valve's love slave.

Since frustrations 2 and 3 are dependent upon my own personal success level, my major concern is frustration #1. Does TGEA have a good workflow? Does it work well with 3dsmax and other third-party programs?

Also, I've had difficulties in the past when it comes to working with others. I've learned that most talented modders have their skills buttressed by laziness or a huge ego, so I'm primarily interested in using TGEA to work on a small-scope game by myself. Is TGEA viable for one-man projects? (I already know about lowering my expectations and ambitions and avoiding feature creep.)

Thanks a bunch!

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#1
04/26/2008 (8:09 pm)
Quote:I'm primarily interested in using TGEA to work on a small-scope game by myself. Is TGEA viable for one-man projects?
Yes.
Quote:Does TGEA have a good workflow? Does it work well with 3dsmax and other third-party programs?
There are exporters for max, milkshape, lightwave, blender, and a few others for the dts format.
There is constructor and Deled that have export for dif. With deled, you have to be careful how you build your dif for it to export properly.
TGEA is a sweat engine that's getting better every day.