Quick question
by Chris Sargent · in Torque 3D Professional · 07/09/2009 (2:32 pm) · 3 replies
I just bought T3D the other day. I have to say I am very impressed with it from the docs right down to file organization. This is much easier for me to understand than TGE 1.5.2 was.
I usually run in full screen mode and when I went to enter the world editor I got a popup that said I can only run the editors in windowed mode. Is this just for beta or is this how it will be at release?
Secondly, From what I can see I don't need to compile the source code unless I make changes? It seems that with create new project all I need is a template and everything is ready to go.
Thanks,
I usually run in full screen mode and when I went to enter the world editor I got a popup that said I can only run the editors in windowed mode. Is this just for beta or is this how it will be at release?
Secondly, From what I can see I don't need to compile the source code unless I make changes? It seems that with create new project all I need is a template and everything is ready to go.
Thanks,
About the author
#2
I was a bit dismayed that I had to be in windowed mode as I really don't like that mode.
I'm sure eventually I'll get to having to compile but for right now just learning my way around is a lot easier.
07/09/2009 (3:08 pm)
I am able to run the editors in full screen mode in both TGE and TGEA though I'll admit I only got TGEA to get the discount for T3D.I was a bit dismayed that I had to be in windowed mode as I really don't like that mode.
I'm sure eventually I'll get to having to compile but for right now just learning my way around is a lot easier.
#3
Oh, there a great many differences/changes between the Template and the FPS kit!
The Template is a good single player starting point with a practical example of just about every datablock/object type usable in Torque. There should be a more stripped down version of the Template before too much longer. The FPS is a starting point for multiplayer gameplay. Some people find that it has excessive code additions.... personally I don't think it has enough even yet :D
07/09/2009 (3:22 pm)
Steve pretty much answered your questions, I'll just hit on the editor in fullscreen thing. In TGE you could use the editors in fullscreen. But along came TGEa and the windowing controls, file dialogues, etc changed. Since then you have to run in windowed mode to use the editors -- I've not seen changes to indicate otherwise for Torque 3D. Oh, there a great many differences/changes between the Template and the FPS kit!
The Template is a good single player starting point with a practical example of just about every datablock/object type usable in Torque. There should be a more stripped down version of the Template before too much longer. The FPS is a starting point for multiplayer gameplay. Some people find that it has excessive code additions.... personally I don't think it has enough even yet :D
Associate Steve Acaster
[YorkshireRifles.com]
*koff* yep, there's a fair bit that's changed, especially if you've skipped TGEA!
Wasn't this the same in TGE? Been a while since I've used it. It seems a a "characteristic" of Torque engines that you can't access the editors in full screen. I would not expect any change on final ship (based on previous engines).
Yeah that's right. You're bound to make some changes eventually, even if ti's just to patch some bugs which are bound (law of averages) to slip through and not get picked up until later. Note there are some script files in things like the FPS starter kit which have various extra functions that don't come with a new project, you'd have to copy them over and exec them if you want them.
But if you're not messing with the source then no recompile is needed - though if you wanted to change simple things like the shortcut logo you'd have to make some source edits and recompile.