No Coding Menu?
by Shannon Lilly · in Torque Game Engine · 09/07/2005 (11:03 am) · 44 replies
I am new to this whole game thing. I basicly thought that torque was gonna be similar to Blitz basic as to where I can use small bits of code to allow me to place things in a blank world and then add in things such as weapons levels players things like this. An i thought torque would help me to do this by placing objects real time. But I must be missing soemthign all i got was pre made games that i can edit. i dont want that i want to be able to use my own 3d modeled levels with textures. Is this nto possible? If its not is there a way to get a refund for this engine as its terrible otherwise.
About the author
#2
If you want it empty, then delete the mod folders and start coding away.
Why would you get a refund for an engine, which you obviously:
1. Haven't given enough time to look into.
2. Haven't searched the GG site for tutorials or threads about similiar subjects
3. Haven't read about the engine PRIOR TO PURCHASING IT.
Coming to this site and expecting another engine to be like Blitz Basic (Which is not a engine) is not really a clever move.
09/07/2005 (11:20 am)
I can't see the problem here. Did you really check out any sections on the site before posting?If you want it empty, then delete the mod folders and start coding away.
Why would you get a refund for an engine, which you obviously:
1. Haven't given enough time to look into.
2. Haven't searched the GG site for tutorials or threads about similiar subjects
3. Haven't read about the engine PRIOR TO PURCHASING IT.
Coming to this site and expecting another engine to be like Blitz Basic (Which is not a engine) is not really a clever move.
#3
09/07/2005 (11:20 am)
Wow! Did you even read the product description before buying? You can most definitely use your custom stuff; you'll just have to re-export both models and BSP levels to DTS and DIF formats respectively. The starter kits are there to give you an idea of how the different components fit together. Once you've created all of these artifacts you'll be able to pull them into a new mission which you can customize and manipulate through TorqueScript. If you're expecting a Lego block type system you are in for quite a shock. This is a true game engine, not a point and click game generator. Torque is *great*, but it's not for the faint of heart. Take about one to two weeks just to learn how the components work together. Since you have the code, take the time to browse it and get a feel for Torque's size. It *will* take time for you to understand how it all works, that's why the starter kits exist. Use these as jumping-off points.
#4
09/07/2005 (11:21 am)
I have the ability to make my own. but i got the idea of using the new terrain thing but i mean how do i use my own weapon? how do i add in my own models what directory do i put them in.
#5
09/07/2005 (11:22 am)
Read the tutorials!
#6
09/07/2005 (11:24 am)
I have the ability to make my own. but i got the idea of using the new terrain thing but i mean how do i use my own weapon? how do i add in my own models what directory do i put them in.
#7
09/07/2005 (11:24 am)
What tutorials?
#8
09/07/2005 (11:27 am)
Jeff... on the top of the garagegames website is a link that says "Search". Just type in TGE tutorial and you'll find lots of stuff.
#9
09/07/2005 (11:28 am)
Bah!!! http://www.garagegames.com/mg/projects/tge/
#10
09/07/2005 (11:32 am)
Please be patient with me guys thanks.
#11
1. Utilize the search engine that we've got on the site.
2. Take advantage of the IRC channel.
3. And use the TGE page: http://www.garagegames.com/mg/projects/tge/
Those three things should be able to help you go a long way in learning Torque.
09/07/2005 (11:37 am)
Jeff... no problem... that's why we're here. 1. Utilize the search engine that we've got on the site.
2. Take advantage of the IRC channel.
3. And use the TGE page: http://www.garagegames.com/mg/projects/tge/
Those three things should be able to help you go a long way in learning Torque.
#12
09/07/2005 (11:47 am)
Please be patient with me guys thanks.
#13
09/07/2005 (11:58 am)
Ok I saw the first couple of tuts now i atleast understand some things. I need now just to figure out how i can make my own lw models with textures / uvs get into the game engine. is there any documentation on that or should i visit the irc?
#14
Get this book once you go through a few tutorials, it will help you out immensely, I'm surprised nobody has mentioned it yet.
09/07/2005 (12:49 pm)
www.amazon.com/exec/obidos/tg/detail/-/159200136X/qid=1126122345/sr=2-1/ref=pd_b...Get this book once you go through a few tutorials, it will help you out immensely, I'm surprised nobody has mentioned it yet.
#15
09/07/2005 (12:54 pm)
Ya I saw the forum for this book, what is covered in it though? do i need everything in it as I really dont like reading in general i never have but if i have to ill do it. Would half price books maybe have it? Btw I have been messing around in torque and i have learned how to edit, move, delete, put in, Everything that the demo games have to offer. I really wish i could import my own models. The model is there the .dts file but in game when i put it in it doesnt appear its just a null thats it. I have the scale at 100 so that i would for sure know if it was there. Any ideas guys?
#16
09/07/2005 (2:48 pm)
Ok new question, it may show how to do this in the book but i dont have the book yet. Is there a way that i can just use a 3d file or even a .map in torque as my level as i dont want a big open terrain i want a enclosed area for the fps game im going to throw together as a first to get going. Is this not possible? is there a way to do this? and I still cant get my models into torque.
#17
09/07/2005 (2:49 pm)
Read through the documentation here on the site (use the search feature above). There is a pipeline to follow for bringing each type of art into Torque, and quite a bit of step by step documentation on how to use each tool in the pipeline...it's not something that can be explained in a two paragraph post.
#18
09/07/2005 (2:50 pm)
Keep reading stuff on the site, make sure your models are exported correctly. There's a lot of little things that have to be correct for things to work. Textures have to be certain file types at certain sizes, models have to be in a correct hierchy for export, if they're rigged that complicates it more. There's a lot of stuff that if one thing isn't right none of it works. It's kinda frustrating at first, but once you realize why things aren't working, you start to learn a lot, and you see it's actually pretty easy to do stuff. If your model isn't showing up give some details on what you've done to get it in.
#19
09/07/2005 (3:04 pm)
Sure, I fired up layout and modeler and added the plugins the torque site suggested AKA TUTORIAL. I then went into layout only loaded up my model with textures and added the .dts exporter under Master plugins in lw Like the tut said. It then creates the .dts file in this case "wildthing.dts" and has a uv mapped texture at "1024 by 1024 .jpg format" I am gonna try .png soon. I then added a folder under the shapes folder of the torque demo called "Weapons" and put the "wildthing.dts" and texture file in it. I then fired up the demo hit F11 then F4 and tried to add the model. Its listed but when i add it it just puts the null there with the ability to move it but it doesnt actually have the model shown. Oh btw I also had the scale option in lw at 100 so you could really clearly see the model. Will the texture format not allow the model to even load?
#20
The help documents on this site are staggering, read though them.
09/07/2005 (3:11 pm)
Do you have a bounds, a detail level etc for your model?The help documents on this site are staggering, read though them.
Associate Simon Love
If you want a 'blank world', you simply need to fire up torque, launch the editor (F11) and create a new mission. The terrain (if you want terrain that is) can be manipulated in real-time or generated from a black and white height map. If you select the object creator menu (the actual name escapes my mind right now, just look for it in the menus, should be obvious), you can select objects and add them to the world, buildings, particle effects, weapons, even characters!
Of course, you get what you have...So make sure your models and textures are compatible with Torque.
That's just a quick pick-up-and-play option...For the real meat of the engine, you should really check the online community, Developer network -> Torque game engine. You will learn everything you want to know right there.
You should be aware though, that Torque is not content-heavy. The starter.fps and starter.racing and demo are the only models that ship with the engine. You can always buy content packs for additional models and skyboxes or simply make your own!
Enjoy!