Game Development Community

Beta Documentation Feedback

by Michael Perry · in Torque 3D Public · 03/28/2009 (8:03 pm) · 329 replies

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This was the official feedback thread for the Torque 3D beta.

It is now locked.

Please make post any new documentation feedback in the official thread:


Official Torque 3D Documentation Feedback
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6/16/09 Update Changed title of thread to Torque 3D Beta, instead of Official Torque 3D. When the final release ships, I want to have a clean thread for new users to be able to search through and post in. This thread will be archived.

7/17/09 Update: Tooltips work. Component Tutorials work in certain browsers. CLICK HERE for SVN Change Log.

9/31/09 Update: Posted full TOC for docs, using WIP template to hold spot for final docs to be written. CLICK HERE for SVN Change Log.
Thread is locked
#201
07/02/2009 (1:11 am)
Nuu i want my Docs! Where are they. I'm going to die If I can't read them shortly.
#202
07/02/2009 (5:44 am)
Michael — was the online documentation moved? I'm getting a 404:

The requested URL /t3d/official/ was not found on this server.
#203
07/02/2009 (7:39 am)
The t3d/official should be redirecting to the new address:

http://docs.garagegames.com/torque-3d/official/

You will want to use the torque-3d/official address from now on, but that old one is not supposed to do nothing. I'll look into it today
#204
07/02/2009 (8:51 am)
@JesseL,
Nuu?
mi efo ba nuu?
ma ze
#205
07/03/2009 (7:39 am)
Great work on the documentation Michael; please keep using a lot of pictures just as you are doing now. This way it is possible to learn from the documentation even when one reads it on its own on a computer that doesn't have T3D installed or off a printed version while for example waiting for kids to get out of school :)

Great job, keep it up
#206
07/07/2009 (4:31 pm)
Michael,
In case it hasn't been mentioned, it would be nice to have document revision numbers, or "Last updated on XX,XX,20XX" some where on the front page or in our downloads section (most convenient) so that we know if we have the latest copy of the documentation when we download them.
Maybe a note in the first section/front page indicating that it was updated...
I'd rather not download 50mb every day spamming up bandwidth to make sure I have the latest and greatest version of your wonderful documents.
Thanks for all the great work, such a visible improvement over all that came before.
#207
07/08/2009 (4:26 pm)
Typo:

docs.garagegames.com/torque-3d/official/content/documentation/Beginner%20Guide/W...

It's about 3/4 down the page when you talk about changing the brightness to 1.

Original: "The lighting in your scene should be must brighter. Additionally, the shadows in your scene will be much darker and more defined."

Corrected: "The lighting in your scene should be much brighter. Additionally, the shadows in your scene will be much darker and more defined."
#208
07/09/2009 (1:10 pm)
In the scattersky docs:

"This is where the simple rules of colors come into play: white is the complete lack of color (light interaction) and black is the presence of all colors."

You have this opposite - white light is all colours, black is absence of colour. Think if you mix red, green and blue (RGB) paint in equal quantities you end up with white paint (not black). RGB are the primary colours. Also, split white light through a prism and you see Red, Orange, Yellow, Green, Blue, Indigo and Violet - think of a rainbow. Split 'black light' thorugh a prism and you'd get the Noble prize ;)

Maybe you can go through and spell colour correctly as well :) :)
#209
07/09/2009 (1:30 pm)
@Andy - Good catch. I always get the two mixed up >_<

I'll need to go back and adjust some of that information. I was delirious while writing that doc.

I could go back and change "color" to "colour", but then I'd have to go back and apply the same change to other words. That's just crazy talk
#210
07/09/2009 (2:13 pm)
Quote:mix red, green and blue (RGB) paint...
Quote:split white light through a prism and you see...

Maybe besides the point but to try and avoid some possible further confusion one must be careful not to mix the different concepts on color[acceptable spelling in Norte America or so says my spelcecher ]. Namely that of additive colour as in computer monitors, which build up color on a black background 'by turning on lights', and subtractive color as in pigments, which are named for the colour of light they reflect, all other light being absorbed.

That's our Mr. Science class for today. ^__^
#211
07/09/2009 (4:32 pm)
with light(sky), white is a mix of all colours
on paper(terrain), black is a mix of all colours
#212
07/12/2009 (11:44 pm)
Just a suggestion
In the docs under the artist section we have the TSShape Constructor docs
I am an advanced level artist but to me it is not clear, I understand what the commands are and how it works ,but it seems to me that it fails to mention the most obvious point ,how do you access it,is it at the console if so what command ...... if not how?
#213
07/13/2009 (6:32 am)
Actually on that TSShapeConstructor section of the docs ... are we not now using "singleton" rather than "datablock"?
I'm on my first cup of tea ...
#214
07/14/2009 (10:56 pm)
@Steve - yes we are. The TSShapeConstructor docs have been updated (to correct this and some other errors) but haven't made it online yet.
#215
07/19/2009 (1:42 pm)
@Michael:

The GUI editor documents have been sub-standard for years with previous engines here. It would be awesome if you could dedicate a section to this. For example, what are all the controls, how are they used, and what is each setting for? For example, try seaching GG for how to use a GuiListBoxCtrl.

Thanks a bunch in advanced for the consideration.

#216
07/19/2009 (2:46 pm)
@Scott - Sounds reasonable to me. I'll most likely start by documenting the most commonly used controls. A decent amount of the GUI controls available are used mostly for our editors, and do not have much effect on a game GUI. However, I plan on covering them all. My deadline is nearing so I have to be very frugal with my time.
#218
07/21/2009 (10:50 am)
I would add a section in the 'readme first' that at least touches on the fact you need to install PhysX SDK, PhysX software, and March 2009 version of Direct X SDK. I would also put urls to each one. You don't need to explain how to install them (maybe in another section).

When I first downloaded and tried to run T3D I got errors. None of the errors said I needed to install those (PhysX SDK, PhysX software, and March 2009 version of Direct X SDK).

#219
07/31/2009 (1:19 pm)
Online docs have been updated. The server is still being flushed, so they will probably not show up for another 30 or 40 minutes.

The big push for this version was the show all the major sections and individual docs that will make it into the 1.0 release. Any docs that are not finished or not written (no matter how much or how little), have a WIP page being displayed. Do not panic. Much of the content is written, just not converted or polished for our final format.

I may swap a few pages, but what you see online is the 1.0 goal for documentation. Some sections may grow before that time, but the hard deadline is approaching fast.

Change log:
- Updated offline documentation to use full TOC (with placeholders saving spots for unfinished docs)

From Docs Repo Log:
- Added images for temp files, will be deleted later.
- Fixed paths that link to .css files for script and engine docs
- Added placeholder html files for unfinished or unwritten docs.
- Added engine guide placeholders
- Rebuilt Scripting guide structure
- Added scripting guide placeholders
- Added artist guide placeholders
- Polished Shape Editor guide to space more evenly and use resizing tags
- Updated ColladaOverview.html and TSShapeConstructorSpecification.html using Chris's new notes
- Added Shape Editor guide
#220
07/31/2009 (1:23 pm)
Super job Michael! You have made learning Torque3D so easy!