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FPS Tutorials doesn't show in Torque3D Toolbox - and crashes when it does

by Bima Sudiarto · in Torque 3D Beginner · 11/04/2012 (10:15 am) · 6 replies

Hello,

I'm extremely new to Torque Universe, but have been eying the engine for quite a while. I was overjoyed when heard and found the news to be true regarding the GG moves to open source T3D. So I went to Github, downloaded the .zip package and extract the content to my H: drive in a folder called "Torque3D" (please notice that doing it this way I didn't do any install, just clean extract).

Now, as I read further from the website, I need to download the FPS TUTORIAL if I want to learn the engine fully. So I did. As instructed, I downloaded the zip file and extracted the content in the "Template" folder of Torque3D directory.

I went ahead and clicked the "Torque 3D Toolbox.exe" file and happily came up with the T3D toolbox application. However, the FPS TUTORIAL doesn't show at all in the list. I tried to create an empty new game. It worked and shows as properly in the list, located inside the "My Projects" folder. I shutdown and open the .exe again, but the FPS TUTORIAL is still missing.

Suddenly I had an idea and copy paste the FPS TUTORIAL folder from the "Template" folder to "My Projects". I fired up the Toolbox again. This time it showed, but the color is greyed and when I clicked it, the application crashed. On the other hand, if I click the "FPS Tutorial.exe" directly, the program runs fine, but I'm not sure this is the way I'm supposed to do in terms of following the tutorial. I don't even know what to do when I get to the Chinatown scene.

What have I done wrong? Is it because I haven't yet installed the Visual Studio C++ Express and Direct X SDK? Are they really necessary for the T3D version that I downloaded from github? BUT from what I read here --> http://www.garagegames.com/products/torque-3d/fps#/1-setup/1 <--, I do not need to, save from extracting both of the .zip files.

Kindly please, can anyone help and nudge me in the right direction?

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#1
11/04/2012 (11:23 am)
Assuming you didn't use the GitHub method of installing T3D:

You download the T3D engine somewhere on your computer where you can find it.
Unzip the contents into a folder of your choice, in the same directory where you put the Zip file.
I.E: C:\Users\Axel\Desktop\FPS_Tutorial

Open the Folder and you'll see:
Documentation
Engine
My Projects
Templates
Tools
<etc>
<etc...>
Torque 3D Toolbox.exe

Open the Templates folder in a separate window.
You'll see:
Empty
Empty PhysX
Full
Full PhysX

This is where you will paste the contents of the Zip file.

After you have copied the files into this location you will see:
Empty
Empty PhysX
Full
Full PhysX
FPS_Tutorial

You can now close all those Open Windows if it clutters the area.

You will want to close the Torque 3D Toolbox if it is open on the Taskbar.

Now Re-Open your "Torque 3D Toolbox.exe file.
(HINT: For easy access you can drag the file name to the windows start button Icon to make the shortcut easily accessible from there on ).

Once the Toolbox window appears:
You may see an empty area with no missions and the buttons are Grey, or you will see any projects you've already made.

Click on the "New Project" button
In the Name box area, enter the name of your new project.
Click on the Template button
Select the "FPS Tutorial" option.
Click on the Create Button.

I think you will wait maybe 15 seconds and you'll have a new project using the FPS Tutorial but it will be named whatever you chose to name it.


#2
11/04/2012 (11:48 am)
Ahh.... so that's how it goes. Thank you very much! The last three paragraphs were the main punchline in this case. I did exactly as instructed and was immediately presented with a new working project under FPS Tutorial as the base template. Again, my kudos for the succinct and precise instruction!

It's all still very much overwhelming at the moment. But I'm learning.

One more thing, if I may... I read in the introduction that one can actually goes without doing any coding/scripting when building a game in T3D. Is this true? To what extent? Is there a dialog/conversation utility somewhere in T3D if I want to create an RPG or Adventure game, for instances?

Thanks in advance, ya.
#3
11/04/2012 (1:10 pm)
The only way I know how to make a game without actually coding, scripting, or art work is to throw money at people to do it for you. At some point, Human interaction is necessary whether it's you or another human.

The engine does include basic chat. You can see it when you press the letter "U" ( I think ) to start the prompt for typing messages. If your playing a Multiplayer game and there is a human there to read your typing, they will see it in the chat window. So, yes there is basic chat but thats an exercise for you to expand upon.

There used to be a Package available for sale in the GG store called Yak Pak for expanding upon the basic chat. It's purpose was to allow another mode of game interaction. An example would be conversations with an NPC like you'd see in in an RPG game for example. It is no longer for sale nor is it really supported for T3D. There is a program called Chat Mapper but I do not have the latest details about it and I do not know if it is compatible with T3D.
There are other very expensive alternatives for online multiplayer chat, but I'll have to leave that up to you to discover.

The thing about Torque 3D is to provide an engine with the basics you will need to make a triple AAA game. It is an engine, it is not a complete game solution such as other programs that may still be available out there in Google-Land.. where you make selections, click a box option, type something thats human readable and wamo.. you have a game.

T3D is far superior to those forms of programs in that you have full control of the code that makes your game unique. It supplies the basic tools, the Community supplies the extra help when you're stuck, but in the end, it's all about you and your desire to mold the engine into the game you wish it to be.


#4
11/04/2012 (2:14 pm)
Heh, I think you misunderstood me there, what I meant by dialog/conversation utility is more like....dialog engine, perhaps? So the PC could talk to an NPC to start a quest, or just to talk, gather information, etc. And not necessarily in a multiplayer environment, at that. It's pretty much a standard feature in almost all adventure/RPG games, be it offline and/or online. Besides, multiplayer is not really what I have in mind, either.

In any case, judging by your answer, I'd gather that such utility doesn't exist in T3D and must be programmed/coded, either by me or someone else. Very well.

Like I said, I'm learning. Thanks, yo.
#5
11/04/2012 (3:08 pm)
I covered both ends of the chat question.. Multiplayer chat HUD and the Yak Pak thats no longer available that was used for Players to chat with NPC characters for quests or missions.
Sorry that I didn't separate those and make it more clear.

There is a built-in chat system that is very basic. It is used for multiplayer chatting. This is where I meant that you can expand on it if your game requires it.

Also:

The Yak Pak was an engine add-on that was suitable for your NPC quest, information, etc., where the player could mouse over the NPC, get a quest and answer the NPC with dialog answers.

Also:

I mentioned Chat Mapper as well.. because it's designed to do something similar to Yak Pak or similar to Player to NPC interaction. But, I't been quite awhile since I have checked up on the site and I'm not sure if it is a decent alternative to Yak Pak or not.
#6
11/04/2012 (4:16 pm)
Understood. I've checked on both and it seems they are no longer available on the asset store--at least, not officially.

To that effect, the asset store could surely use some more pushing. More incentive and accessibility for users and GG to profit and thrive together--especially after so many years and now the engine has gone open source.

Or...is it really that difficult to create such dialog engine specifically tailored for T3D? I wouldn't know.