Game Development Community

New to torque, afew questions about TSE

by Alexander Brown · in General Discussion · 10/03/2006 (7:48 pm) · 10 replies

TGE Ive known about for quite awhile, great engine with awsome flexibility, and you require it for TSE, thats fine. But im wondering how easily is it to port something from TGE over to TSE? How much would need to be changed (if any) to make it plausible and functional with the extra features being utilized?Or is it better to just start from scratch and build everything spefically for TSE?

Also I know of everything thats available for TGE (content packs, information, and tutorials) is there anything along those lines for TSE? Does TSE come with any starting characters? or objects to fiddle with? Or must they be made and imported?

Just afew questions :)

Thanks

#1
10/03/2006 (7:53 pm)
To start:
Is there anything required?
Well, other than you defining materials for your objects so the shaders/rendering works accordingly, (and reexporting your DIFs specifically for TSE) not really. There might be some changes elsewhere, but other than that, for all and the most it should be pretty straight foreward.

As for content packs and the like, it's like above. If you take the time, you can move most of the stuff over without too much of a hassle. Alot of it is just defining materials and the like. TSE's starting character is Fluffy, that shiney space orc you've been seeing. The main demo has quite a few different objects with different shaders/materials on them, and there's the water/terrain demo which showcases the new water and Atlas in all it's glory.

Hope that helps
#2
10/03/2006 (7:59 pm)
Does in deed, thank you.

So all in all other then the time to re-export the difs and defining the materials on the objects for shaders TSE = TGE but with better graphics and features?

Hrmm might be time to consider getting my scripting skills upto snuff

Thanks again :)
#3
10/03/2006 (8:46 pm)
TSE can support larger non-repeating terrains and realworld geographical datasets. TGE has a potentially wider audience, though since it has lower system requirements.
#4
10/04/2006 (5:00 am)
So that isnt to say that the terrain cannot be repeatable, just means the imentions of the "original" terrain is largern before the game starts repeating, right?
#5
10/04/2006 (5:43 am)
No the terrain in TSE (TAT now) is not repeated, at least not by default you could of cause get it to do that.

But instead you generally use very large terrains and if you want you can put different ones next to that one etc.
#6
10/04/2006 (6:13 am)
You could use the old terrain if you want repeatable ones, and if you're not concerned with the quality of the old terrain system (which is not bad!).

Or you could use Atlas (the new terrain system in TSE) and either recode it to repeat, or just place enough of them and make them tile perfectly.
#7
10/04/2006 (6:26 am)
The requirement to own TGE before you purchase TSE is only because TSE is still in "early access" mode. Once it's released, I believe you'll be able to purchase it outright. At a greater cost though.

Steve
#8
10/04/2006 (5:39 pm)
SO basically you'd ahve to place the maps side by side if you would like to get the large open spaces of tribes?
#9
10/04/2006 (6:35 pm)
Well, depends.
Atlas(TSE's terrain) is based on instances of terrains, as opposed to the repeating terrain in TGE
However, unlike TGE's limited terrain size per area that's repeated, you can have as large of an instance is TSE as you want.
Ben G. stated that with Atlas, and enough hard drive space, you could have a terrain larger than the universe, so no you dont NEED to place maps side by side. You just make one really big instance.
#10
10/05/2006 (5:04 am)
How much HD space do these maps take up as atlas terrain files?