Two questions regarding TGE 1.8
by Thomas -elfprince13- Dickerson · in Torque Game Engine Advanced · 02/03/2009 (10:41 am) · 4 replies
I (or rather a team member) for the game we've been working on around the 1.5 Torque Demo is considering buying either TGE, or TGEA, and here are the questions we'd like addressed before we make our decision.
1) what work needs to be done to port the scripts from a TGE game to a TGEA game?
2) has anyone successfully gotten TGEA 1.8 up and running under Linux? I know its been done with TGE 1.5.
3) Some of our .dif resources were designed for older versions of TGE, and the lighting seems really off in 1.5 (strange colors coming from the corners of rooms), will TGEA 1.8 have the same issues, and if so what needs to be done to fix them? What other work needs to be done to move art resources from TGE to TGEA?
1) what work needs to be done to port the scripts from a TGE game to a TGEA game?
2) has anyone successfully gotten TGEA 1.8 up and running under Linux? I know its been done with TGE 1.5.
3) Some of our .dif resources were designed for older versions of TGE, and the lighting seems really off in 1.5 (strange colors coming from the corners of rooms), will TGEA 1.8 have the same issues, and if so what needs to be done to fix them? What other work needs to be done to move art resources from TGE to TGEA?
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#2
02/03/2009 (11:04 am)
A lot of our interiors were built with QuArK, and some of the original .map's have been lost. Is there a way to regenerate .map's from .dif's?
#3
02/03/2009 (1:17 pm)
Not that I'm aware of, sorry.
#4
02/03/2009 (3:09 pm)
hmmm, then we may have to lose the older maps that use those resources anyway.
Associate Michael Hall
Distracted...
2. I haven't, but not really tried either.
3. Probably, but you should be able to re-export your old Interior resources through Constructor's EXPORT TO DIF function (which works for TGE 1.5.2 and TGEa 1.7+ equally). Some people report using an updated map2dif though I've always had problems with map2dif. Most other (DTS) art should just work -- may have to tweak and re-export for changes in naming conventions. And of course you'll have to create your normal and specular maps and the associated material scripts to take advantage of material effects, cube maps, etc.