Game Development Community

Tgev1.4++: Pathed Shape: Rigid Shape

by Rex · in Torque Game Engine · 06/11/2006 (7:54 am) · 3 replies

Greetings all, being and artist and not a coder; I must rely upon the default SDK to supply me with the engine as 'built'-up, with all the available code to a scriptable state, as I can get. I'm not a good enough scripter to whip out[DIY] script objects on demand. I can script, I can hack; it ain't pretty...although I managed to get AI killing me without a single C++ change at all. To me that proves, I am not an idiot, or 'unskilled'. I got them named and changing their Skin per their maker. I think that's pretty good for an artist-type...;).

So, I'm curious about some features that 'seem' to be talked about, I would like to examine, but I could not find them as a script anywhere in the /example struture. They sound like fairly keen objects to tinker with...

Most notably:

the 'Rigid Shape' object
the 'Pathed Interior' object


Do these Classes of objects exist in TGE? Are these Classes exposed to scripting??

Just curious, I'm evaluating another engine[as I'm told other tge users have] and wonder if these types of objects are 'easily' obtainable in TGE for the non-coder segment of the community?? Is there intention to expose more of what the engine is capable of to the non-coder.

I've built up quite a knowledge base of TGE/DTS/DSQ ins/outs, and don't necessarily want to learn another art pipeline; but as an artist I seem to find myself always halted by what the base SDK offers[to the artist mind you, does great stuf for coders...]. I like building content for Torque, it's fairly 'easy' once you learn the flow.

Also, I'm a bit curious about the future of tge v1.4++ and the paid upgrades[quid pro quo]. Heck I'd pay more[this other engine has a higher entry, not too bad], for tge; if I knew more about what was in store for TGE and would it[tge] help me realize my goals... not interested in TGB, or T2d, or TSE, or MarbleBlast, or X-box 360, or...anything NOT TGE related.



Wandering artist, Rex. I think I'll change my title to Arteer- one who can do a bit of art and a bit of engineering[scripting, hammering data...] LOL.


Cheers. Hope I don't sound angry or anything, just curious about the future...

About the author

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.


#1
06/11/2006 (9:58 am)
Those classes are not exactly built into the engine. however They are super simple to add in.
As far as i know both are just adding a couple new files to the source and hitting compile.
The resources are available with a quick search of the site.
#2
06/11/2006 (10:47 am)
Hi Rex,

Why not get someone to do a custom TGE build for you. I can't speak for anyone else, but I would be willing to help you out. I'm not a natural-born coder, but I am slowly getting more comfortable with engine. Plus, you are pretty much THE expert on gameSpace and MilkShape rigging/animating/exporting around these parts and I would definitely be willing to trade custom compiles for a bit of character assistance. I finally have my commercial TGE license, so there shouldn't be any legal entanglements for such an arrangement.

If you're up for something like that, let me know.

Aaron E.
#3
06/11/2006 (11:19 am)
Hi Rex, I would be will to help to. I would mine trade some code help for tutorials. I will be upfront with you, I am looking for some tutorials on Milkshape and Gamespace to add to Newbie tutorials that I will be releasing to the community in the future.