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번역 관련 문제 보고
These guys sold their pets to keep this game alive for God sakes!! Have a heart.
For those that dont know the history of Torque or Garage Games.
http://en.wikipedia.org/wiki/Torque_(game_engine)
i think you need to learn to read . how am i trolling?? im not complaining about the engine or its age, the engine is actually pretty good and free, and just because youre using the torque engine doesnt mean you have to use .dts file exstention to model game art, it actually supports newer formats . i was just curious why they are still using .dts when they dont need to and how i would go about importing my newer format art into the older engine. if you think that is trolling then i am confused ??
If i was mistaken, and this wasnt a stab at the concept of Torque, or Garage Games, and being a free engine for indi companies (which really kickstarted the concept of Indi game development) then my appoligies. Im sure you'll get an answer as to their selection of import format.
Oh man! -1
lol
yes, we ate our pets and had to sell their pelts in order to be able to pay our bills.
On a serious note, you can download Torque3D and use its editor to observe our models. And yes it supports collada import, so you use whatever you want to create your models and then just import them via Torqu3D editor that will result in a .dts file that engine is using.
I don't really see any problems here. And you must keep in mind, that .dts is a binary format of models that is used by engine as is, without any imports/exports/transformations - it is slim snd very useful. While collada is a huge mfking XML text file and is quite far from being optimal.
You can just compare sizes of your collada and resulting .dts after you will make an import to have a rough understanding of difference.
oh goodness.
thinks about running for my life!!
XML is useful because the file contents don't need to conform to a rigid and inflexible structure. The XML parser handles the transformation between the markup language and the program's internal data structures. The drawback of course is that since it's self-structured and text based rather than binary XML is inately inefficient. It is always possible to create a serialization format that is more spatially efficient than XML but this comes with significant tradeoffs in ease of use. Sometimes, XML is simply the best and easiest tool for the job.
thanks for the reply i appreciate it. i figured out how to do it shortly after posting this thread and alsomy mistake, i dint realise torque converts the files to .dts itself. found loads of hiden gems in the folders, loving the animations, and new character textures even found the femala model ;-p nice.
ive figured out how to get my models into torque etc and am working on my scripting but is there anyway i can actually load up the feudal map or level in the editor so i can add them into the game just on my own private server?? and also does torque automatically add them to the database as the game is launched or would i have to create seperate ids etc for them to show up in the game?? hope you can answer but if not i understand. good job guys hands down this is my favourite game this year period
New items should be added manually to the game DB and on client XML. Well, I'm using complicated generator on Google docs Script (JS) and some DB export via Visio. Yet again, it is far from being userfriendly.
New items should be added manually to the game DB and on client XML. Well, I'm using complicated generator on Google docs Script (JS) and some DB export via Visio. Yet again, it is far from being userfriendly.