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Why build system don't have in Torque3D


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Why can't I build the game I did in Torque 3D? I mean, all the models I use for my game, the person playing my game can get it without difficulty. I don’t do my job to make it easy for someone. Someone can even get my codes. On BeamNG Drive, however, they changed everything. I like their engine but I can’t use them. So I want to change the game engine code. But I don't even know how to do it. Can someone here help me? Or is there any Torque3D user who has fixed this?

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It is still hard to understand what you are actually trying to do. My guess is you build something in BeamNG Drive and now you want to port it over to Torque3D right? Well those things are not so simple, because those engines are probably incompatible, so if you are a beginner I would suggest you take your art assets and put them in a Torque3D template, try to get them running and then slowly start building your game and/or porting over your code.

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On 4/26/2021 at 3:25 AM, Kevin said:

I mean, all the models I use for my game, the person playing my game can get it without difficulty.

If you mean dae/fbx ect, once .cached.dts files have been generated, the original files can be removed.

On 4/26/2021 at 3:25 AM, Kevin said:

Someone can even get my codes.

If you mean scripting, if you follow  http://wiki.torque3d.org/coder:compiling-in-windows , then flipping the TOQUE_SCRIPTING switch on will allow you to generate.dso files that can also be executed instead of your old .cs/tscript/ ect files and remove those as well.

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