@curser656 - Juggernaut was an internal name used to describe a converged build of the Torque technologies. It only existed in the source control repository used by the employees. It was never productized. Rather, Torque 3D grew out of Juggernaut. Legions was originally built on TGEA, but was finalized using a lot of Juggernaut code. The goal was to build future games and Torque engines on the Juggernaut code base, but plans changed.
It sounds like you are interested in modding. The good news is that a large portion of Torque 3D's code base is still shared with Legions. The bad news is that they do not share the same content pipeline. TGEA used the DTS format, which was a proprietary and binary format. Torque 3D also supports that, but it introduced COLLADA support (which is still the officially supported format for T3D).
TorqueScript is most likely the closest you can get. But as stated before there are some differencesfrom the sounds of things it looks like there will be a bunch of code translation for any new content created for Legions... So, if I may pose a side question, what would be some coding languages to research to help with understanding and creating Legion-friendly content?
from the sounds of things it looks like there will be a bunch of code translation for any new content created for Legions... So, if I may pose a side question, what would be some coding languages to research to help with understanding and creating Legion-friendly content?
@DeadGuy - I'm pleased to see the dedication and talent still thriving for Legions. We were just talking about you guys last week in the office.
You are the one that wrote that? I can finally thank you in person for the help that these have given meIf you are specifically interested in that language, you can check out the two docs I wrote on it:
Overview: http://docs.garagegames.com/torque-...entation/Scripting/Overview/Introduction.html
Syntax Guide: http://docs.garagegames.com/torque-3d/official/content/documentation/Scripting/Overview/Syntax.html
So hard to deny truth...By 'you guys' he means 'SeymourGore'. SeymourGore's incredible attractiveness and charm has always been a common discussion over at Garage Games.
Huzzah! Someone RTFM! Glad it was a help.You are the one that wrote that? I can finally thank you in person for the help that these have given me
I kind of got lost here, am I running the right program right now? Torque 3d?@curser656 - Juggernaut was an internal name used to describe a converged build of the Torque technologies. It only existed in the source control repository used by the employees. It was never productized. Rather, Torque 3D grew out of Juggernaut. Legions was originally built on TGEA, but was finalized using a lot of Juggernaut code. The goal was to build future games and Torque engines on the Juggernaut code base, but plans changed.
It sounds like you are interested in modding. The good news is that a large portion of Torque 3D's code base is still shared with Legions. The bad news is that they do not share the same content pipeline. TGEA used the DTS format, which was a proprietary and binary format. Torque 3D also supports that, but it introduced COLLADA support (which is still the officially supported format for T3D).
By 'you guys' he means 'SeymourGore'. SeymourGore's incredible attractiveness and charm has always been a common discussion over at Garage Games.
Hm, maybe I posted information that was not pertinent to your intention. You could use Torque 3D to create a proof of concept for a level or design, but it will not be useful for Legions unless someone back ports the project.I kind of got lost here, am I running the right program right now? Torque 3d?