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Copy the.mis and.ter to your ThinkTanks/game/data/missions. Take the.mis file, open it, and compare it with your Medulla Mesa mis file. Look very carefully at the Terrain datablock to make sure there is no unnecessary stuff there.
Then start a server with your new mission, mod it, and voila!
Still Confused for me :'( When I tryed opening something in mission editor, I got common, demo and creator. Being my stupid self, I decded to think that the common was the game file because I found data and missions. But there was nothing there thatt said like DB10 or something. IM SO CONFUSED!!!!!! :[
Leader of the Vigilante Tanks! May Vigilance Carry On!
OK heres what u do. U must go to the MODDING RESOURCE and read the directions on how to get ur missions and edit them. NOTE: this gave me a little trouble... WHen it says anything about the Torque Rott Folder that is ur Torque Game Engine Demo (this should be the name of it) folder. Hope this helps XD
@ blitzer,, when saving your file in TGE ,,, it will give you a choice to change the name of the file and the location is will be saved to. I suggest you save it to a folder you create on your desktop called (tge maps) or whatever. There will be two files in there ,, if one is.ter and the other does not have the.mis extention on it you just need to right click and choose rename and add the.mis to it. I mention this because your the second person making maps that dont see the.mis file. If you are modding from the demo folder of tge you will have major problems with the mission file.
Any objects you add should be comming from the torque/game/data/shapes,terrains,skies,ect......folder
Not torque/demo/data/shapes,terrains,skies, ext...
Last edited: Thursday, March 02, 2006 at 11:54:20 AM
@ Blitzer
You need to open the.mis file and look at the terrain block and make sure it is pointing to the terrain. See the bold line below...v
};
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "~/data/terrains/details/detail1";
terrainFile = "./cbblackforest.ter";
squareSize = "8";
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
tile = "1";
locked = "true";
position = "-1024 -1024 0";
blockShift = "8";
Sometimes I have to change them and add game/data/ or game/data/missions. Like this... V
};
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "game/data/missions/terrains/details/detail1";
terrainFile = "game/data/missions/cbblackforest.ter";
squareSize = "8";
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
tile = "1";
locked = "true";
position = "-1024 -1024 0";
blockShift = "8";
Hope this helps
If you want mail me the.ter and.mis file and ill have a look
frankou8it2003@yahoo.com
Last edited: Saturday, March 04, 2006 at 7:30:13 AM
Just did it and it loaded. Right when it was done tho it said I had an "invalid packet".
Here is whut my.mis file looks like.
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
musicTrack = "Lush";
New ScriptObject(MissionInfo) {
name = "Rocky Ridges";
};
new MissionArea(MissionArea) {
Area = "-712 -952 1376 1920";
flightCeiling = "300";
flightCeilingRange = "20";
floor = "60";
locked = "false";
};
new Sky(Sky) {
position = "336 136 0";
rotation = "1 0 0 0";
scale = "1 1 1";
materialList = "creator/data/skies/sky_day.dml";
cloudHeightPer[0] = "0.349971";
cloudHeightPer[1] = "0.3";
cloudHeightPer[2] = "0.199973";
cloudSpeed1 = "0.0005";
cloudSpeed2 = "0.001";
cloudSpeed3 = "0.0003";
visibleDistance = "500";
fogDistance = "300";
fogColor = "0.6 0.6 0.6 1";
fogStorm1 = "0";
fogStorm2 = "0";
fogStorm3 = "0";
fogVolume1 = "0 0 0";
fogVolume2 = "0 0 0";
fogVolume3 = "0 0 0";
fogVolumeColor1 = "128 128 128 -2.22768e+038";
fogVolumeColor2 = "128 128 128 0";
fogVolumeColor3 = "128 128 128 -1.70699e+038";
windVelocity = "1 1 0";
windEffectPrecipitation = "1";
SkySolidColor = "0.6 0.6 0.6 1";
useSkyTextures = "1";
renderBottomTexture = "0";
noRenderBans = "0";
locked = "true";
};
new Sun() {
azimuth = "0";
elevation = "35";
color = "0.6 0.6 0.6 1";
ambient = "0.4 0.4 0.4 1";
direction = "0.57735 0.57735 -0.57735";
locked = "true";
rotation = "1 0 0 0";
scale = "1 1 1";
position = "0 0 0";
};
new TerrainBlock(terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture= "game/data/missions/terrains/details/detail1";
terrainFile = "game/data/missions/Rocky Ridge.ter";
squareSize = "8";
bumpScale= "1";
bumpOffset= "8";
tile= "1";
locked= "true";
position= "-1024 -1024 0";
blockShift= "8";
};
new SimGroup(PlayerDropPoints) {
New SpawnSphere() {
position = "78.9891 -214.86 183.615";
rotation = "0 0 1 130.062";
scale = "0.940827 1.97505 1";
dataBlock = "SpawnSphereMarker";
Radius = "10";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
lockCount = "0";
locked = "false";
homingCount = "0";
};
};
};
//--- OBJECT WRITE END ---
^ In the new sky block try removing "creator" , from the line creator/data/skies/sky_day.dml. And make it game/data/skies/sky_day.dml . I've never seen creator used before in a directory to find a file. Not sure how you even have that in there. Are u using the torque 1.3 demo.. Or 1.4?
Last edited: Sunday, March 05, 2006 at 5:58:18 AM
@Blitz
Had you terrain up in a snap, the only thing you had wrong is the path pointing to your.ter file in the terrain block of the mission file. You had this
New TerrainBlock(terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture= "game/data/missions/terrains/details/detail1";
terrainFile = "game/data/missions/Rocky Ridge.ter";
squareSize = "8";
bumpScale= "1";
bumpOffset= "8";
tile= "1";
locked= "true";
position= "-1024 -1024 0";
blockShift= "8";
Notice your missing the underscore you have on your mission file.. It needs to be extact. Like thisgame/data/missions/Rocky_Ridge.ter
Also I would try to keep the.ter and.mis file names the same and stay away from using TT_anything. Maybe start your maps as Blitz1.mis-Blitz1.ter, Blitz2.mis- Blitz2.ter and so on , Or like I changed yours to test I made them both Rocky_Road.ter and Rocky_Road.mis.
Last edited: Monday, March 06, 2006 at 4:23:38 AM
^ The only time I really change the floor is if I cant spawn on a new map without dying, and then I make the floor "0" until I can get to the map to make spawn points. Try loading your map with the changes.
Question, are you using a.bat file in your dedicated folder to launch a dedicated server to test this?
Here's where you heading in the wrong direction. Your looking at two different approaches to naming your missions and hosting them.
Here's the skinny.
Method 1. TT_whatever naming convention.
This is the method in which you name you missions TT1_15.mis and TT1_15.ter.
There are a few Advantages to this method but more negatives in my opinion.
Advantages
This allows you to place trees and other like objects in ModWiz.
This allows you to launch a server from within the game. (Thi is NOT a dedicated server)
Disadvantages
You can not place 3rd party objects like buildings or trees or any other nice dts file. That shouls all be done in TGE.
You missions will certainly at some point be the same as another modder who has been doing the same.
The mission names are non-descriptive, at some point it enough are produced you will not know one from the other.
I have always gone with this approach.
Make your maps in TGE, name them descriptively, moon.mis, whispering pines.mis etc.
Add all of the trees, rocks, and other elements. Do not place pads, power ups, or gates in with TGE.
Copy tour saved.mis and.ter to ModWiz
Add launch pads, powerups, gates, and bounce pads.
Save the mission.
rename the old mission (moon.mis) to moonold.mis
Rename the ssaved mission (mw_xxxx) to moon.mis (This allows you to save both incase you need to gack for some reason)
DONE!
K tx, so did I make the floor to high or anything else?
The floor should always be set 5 to 10 below the lowest pint in the map. This helps avoid falling too far waitng for a new tank to spawn.
For example, if I place a tree at the lowest point in th eterrain, and these are the coordinates of that tree.
New TSStatic() {
position = "-174.003 97.6339 117.689
";
rotation = "0.0186371 -0.194513 0.980723 180.532";
scale = "1 1 1";
shapeName = "~/data/shapes/Red/rockred02.dts";
Because the tree is placed at 117.689 I would set the floor of this mission to around 110.
It all depends on the floor setting of the mod you started with and how extensive you are with adding dirt or excavation in TGE.
Last edited: Monday, March 06, 2006 at 6:30:27 AM
*major bump*
Okay, I bumped this thread because I dint think it was necessary to make a complete new thread on the same topic....
Here is my problem...I am using a leftover mod (it has no use and I did not think I would waste it) that I figured I would test colors of the fog. Every time I do it does not look thick....I will post pics very soon along with my.mis for the leftover mod
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
New ScriptObject(MissionInfo) {
name = "example for fogs";
};
new MissionArea(MissionArea) {
Area = "-360 -648 720 1296";
flightCeiling = "300";
flightCeilingRange = "20";
floor = "120";
locked = "true";
};
new Sky(Sky) {
position = "336 136 0";
rotation = "1 0 0 0";
scale = "1 1 1";
materialList = "game/data/skies/sky_day.dml";
cloudHeightPer[0] = "0.349971";
cloudHeightPer[1] = "0.3";
cloudHeightPer[2] = "0.199973";
cloudSpeed1 = "0.0005";
cloudSpeed2 = "0.001";
cloudSpeed3 = "0.0003";
visibleDistance = "500";
fogDistance = "300";
fogColor = "23 307 028 7402";
fogStorm1 = "0";
fogStorm2 = "0";
fogStorm3 = "0";
fogVolume1 = "0 0 0";
fogVolume2 = "0 0 0";
fogVolume3 = "0 0 0";
fogVolumeColor1 = "128 128 128 128";
fogVolumeColor2 = "128 128 128 0";
fogVolumeColor3 = "128 128 128 1.";
windVelocity = "1 1 0";
windEffectPrecipitation = "1";
SkySolidColor = "0.6 0.6 0.6 1";
useSkyTextures = "1";
renderBottomTexture = "0";
noRenderBans = "0";
locked = "true";
};
new Sun() {
azimuth = "0";
elevation = "35";
color = "0.6 0.6 0.6 1";
ambient = "0.4 0.4 0.4 1";
scale = "1 1 1";
locked = "true";
direction = "0.57735 0.57735 -0.57735";
position = "0 0 0";
rotation = "1 0 0 0";
};
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "game/data/terrains/details/detail1";
terrainFile = "game/data/missions/TT1_8.ter";
squareSize = "8";
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
tile = "1";
locked = "true";
position = "-1024 -1024 0";
blockShift = "8";
};
new SimGroup(PlayerDropPoints) {
New SpawnSphere() {
position = "78.9891 -214.86 183.615";
rotation = "0 0 1 130.062";
scale = "0.940827 1.97505 1";
dataBlock = "SpawnSphereMarker";
Radius = "10";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
homingCount = "0";
locked = "false";
lockCount = "0";
};
};
};
//--- OBJECT WRITE END ---
Here are some pics of the fog...I want to know how u make the fog very thick like on one of the original maps. I have tried making the 3 lines for the volume say "1 1 1";
Nice pics ;)
my blaster will destroy u!
Heya Blitz
The fog volume is controlled only in fogvolume3
You have changed 1 and 2 to zeros - I would change that back to ones
and the position of the fogvolume3 values = top - middle - bottom
Compare a spooky mission fog levels to a lush and it will all become clear
FogVolume1 = "1 1 1";
fogVolume2 = "1 1 1";
fogVolume3 = "40 1 68";
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I have made my first level. Now what do I do with the.ter file and how do I put it on TT? ;)