Using Torque Engine/World Building Questions
by Jason Appleton · in General Discussion · 10/14/2008 (4:29 pm) · 5 replies
Ok,
I have a series of questions regarding the use of the Torque Engine and will greatly appreciate all responses.
#1. What is the exact difference between the Builder and the Engine? Do I need both to create a game with the system?
#2. I'm currently interested in creating a world using many of the assets offered on this site. How difficult is it to implement these assets? In other words, is it possible for a non programmer to utilize the Engine and begin creating a world for a game to take place in? If not, are there by chance any specific tutorials online regarding how to install these assets into the system?
#3. How difficult is it to import 3D models into Torque for use in a game? Say for example I find other 3D assets online that aren't focused specifically for Torque, are they still useable or is it a scripting issue that needs to be addressed?
#4. If I purchase the Torque Engine with the MMO Kit, what resources are available to explain how to use them together?
I'm really interested in learning all I can about building my own game world. Not character development, animation or anything other than creating the world that my future game will take place in. I am really interested in learning these things as the first step in being able to effectively communicate with my future developers and world builders at a later date.
Any specific tutorials one might be able to point me to relating to world building and what all is entailed in the processes and functions of the software enabling me to do this would be most appreciated.
Thank you folks!
I have a series of questions regarding the use of the Torque Engine and will greatly appreciate all responses.
#1. What is the exact difference between the Builder and the Engine? Do I need both to create a game with the system?
#2. I'm currently interested in creating a world using many of the assets offered on this site. How difficult is it to implement these assets? In other words, is it possible for a non programmer to utilize the Engine and begin creating a world for a game to take place in? If not, are there by chance any specific tutorials online regarding how to install these assets into the system?
#3. How difficult is it to import 3D models into Torque for use in a game? Say for example I find other 3D assets online that aren't focused specifically for Torque, are they still useable or is it a scripting issue that needs to be addressed?
#4. If I purchase the Torque Engine with the MMO Kit, what resources are available to explain how to use them together?
I'm really interested in learning all I can about building my own game world. Not character development, animation or anything other than creating the world that my future game will take place in. I am really interested in learning these things as the first step in being able to effectively communicate with my future developers and world builders at a later date.
Any specific tutorials one might be able to point me to relating to world building and what all is entailed in the processes and functions of the software enabling me to do this would be most appreciated.
Thank you folks!
About the author
#2
Why would I go with the Advanced Version over the regular Engine? Is there a big difference?
If I were to purchase the Engine, do I need to purchase a copy for each of my developers or is it one copy for my company as a whole for everyone working on my title to use?
Is there a trial version of the Engine I can play around with a bit before purchasing it?
10/14/2008 (5:40 pm)
Ok, so the World Builder software is a part of the Torque Engine package?Why would I go with the Advanced Version over the regular Engine? Is there a big difference?
If I were to purchase the Engine, do I need to purchase a copy for each of my developers or is it one copy for my company as a whole for everyone working on my title to use?
Is there a trial version of the Engine I can play around with a bit before purchasing it?
#3
2) It allows you to use shader technology in your games for enhanced graphics and visual effects.
3) You only need a copy for everyone who needs source code access and you can only install your copy on one computer.
4) Yes there is. TGE Demo and TGEA Demo
10/14/2008 (6:08 pm)
1) Yes, it's built in.2) It allows you to use shader technology in your games for enhanced graphics and visual effects.
3) You only need a copy for everyone who needs source code access and you can only install your copy on one computer.
4) Yes there is. TGE Demo and TGEA Demo
#4
You can use any of the software that supports DTS exporting, though there is absolutely no way to guarantee that the models were created correctly and will export correctly unless the author made them with gaming (and Torque for rigged models) in mind.
10/22/2008 (10:44 am)
You don't have to worry about how many computers you install it on as long as you are the only one with access to it. For example, I have it on my G5, my Mini, Vista and XP desktops, and my laptop. However, I'm the only one that accesses those machines.You can use any of the software that supports DTS exporting, though there is absolutely no way to guarantee that the models were created correctly and will export correctly unless the author made them with gaming (and Torque for rigged models) in mind.
#5
There's more to it that just shaders. There's atlas, mega terrains, poly soup collisions, cleaner source and probably a host of other features I've forgotten about. Main downside is TGEA is windows only, but based on recent blogs, OpenGL support isn't far off.
There is no restriction on the number of computers you can install the source on as far as I'm aware. The restriction is based on who accesses the source. Anyone accessing it must be licensed, either individually via the indie license, or using one of the seat licenses (commercial) you may own.
It's worth downloading the demo's of both TGE and TGEA and having a play around with them. You can do a LOT with just the demo's, from using the GUI editor and mission editors, to scripting, importing new models and so forth. The only thing you can't do is edit the engine source. It should give you a better idea of the capabilities of TGE/TGEA.
10/23/2008 (5:15 am)
Quote:2) It allows you to use shader technology in your games for enhanced graphics and visual effects.
There's more to it that just shaders. There's atlas, mega terrains, poly soup collisions, cleaner source and probably a host of other features I've forgotten about. Main downside is TGEA is windows only, but based on recent blogs, OpenGL support isn't far off.
Quote:3) You only need a copy for everyone who needs source code access and you can only install your copy on one computer.
There is no restriction on the number of computers you can install the source on as far as I'm aware. The restriction is based on who accesses the source. Anyone accessing it must be licensed, either individually via the indie license, or using one of the seat licenses (commercial) you may own.
It's worth downloading the demo's of both TGE and TGEA and having a play around with them. You can do a LOT with just the demo's, from using the GUI editor and mission editors, to scripting, importing new models and so forth. The only thing you can't do is edit the engine source. It should give you a better idea of the capabilities of TGE/TGEA.
Associate Michael Hall
Big Kid Games
2: Most content packs can be dropped straight into the data directory. A few minor path changes for differing projects may be in order. And some have script and/or source code changes that would have to be added. Each pack should have it's on installation guide.
3: It's as simple as picking a modeling application whose exporter supports the features you most want. Once you model an object and texture it, animate it (if needed), and run it through the exporter process it practically drops right in game if it is a static non-changing object. Static and animated objects would require a small bit of scripting to start/stop the animations. Ojects that require interaction (players, weapons, vehicles, items, etc) would also need scripting.
4: I believe that the MMO kit requires an engine license and also the use of Arcane FX. It (the MMO Kit) is neither provided by nor supported by GarageGames. Support for it is found on it's website and community of users.
The Documentation links at the top of the page and also the TDN (Torque Developer Network) can provide further information and links for tutorials, how to learn and use script, and how to use the World and GUI Editors.
Anything not found there can usually be answered here in the forums.