diff --git a/Templates/BaseGame/game/core/Core.module b/Templates/BaseGame/game/core/Core.module
deleted file mode 100644
index 81e086605..000000000
--- a/Templates/BaseGame/game/core/Core.module
+++ /dev/null
@@ -1,8 +0,0 @@
-
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/Core.tscript b/Templates/BaseGame/game/core/Core.tscript
deleted file mode 100644
index 07122e787..000000000
--- a/Templates/BaseGame/game/core/Core.tscript
+++ /dev/null
@@ -1,86 +0,0 @@
-
-function CoreModule::onCreate(%this)
-{
- // ----------------------------------------------------------------------------
- // Initialize core sub system functionality such as audio, the Canvas, PostFX,
- // rendermanager, light managers, etc.
- //
- // Note that not all of these need to be initialized before the client, although
- // the audio should and the canvas definitely needs to be. I've put things here
- // to distinguish between the purpose and functionality of the various client
- // scripts. Game specific script isn't needed until we reach the shell menus
- // and start a game or connect to a server. We get the various subsystems ready
- // to go, and then use initClient() to handle the rest of the startup sequence.
- //
- // If this is too convoluted we can reduce this complexity after futher testing
- // to find exactly which subsystems should be readied before kicking things off.
- // ----------------------------------------------------------------------------
-
- new Settings(ProjectSettings) { file = "core/settings.xml"; };
- ProjectSettings.read();
-
- ModuleDatabase.LoadExplicit( "Core_Rendering" );
- ModuleDatabase.LoadExplicit( "Core_Utility" );
- ModuleDatabase.LoadExplicit( "Core_GUI" );
- ModuleDatabase.LoadExplicit( "Core_Lighting" );
- ModuleDatabase.LoadExplicit( "Core_SFX" );
- ModuleDatabase.LoadExplicit( "Core_PostFX" );
- ModuleDatabase.LoadExplicit( "Core_GameObjects" );
-
- exec("data/defaults." @ $TorqueScriptFileExtension);
- %prefPath = getPrefpath();
- if ( isFile( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension ) )
- exec( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension );
-
- // Seed the random number generator.
- setRandomSeed();
-
- // Parse the command line arguments
- echo("\n--------- Parsing Arguments ---------");
- parseArgs();
-
- // The canvas needs to be initialized before any gui scripts are run since
- // some of the controls assume that the canvas exists at load time.
- createCanvas($appName);
-
- //load canvas
- //exec("./console/main." @ $TorqueScriptFileExtension);
-
- ModuleDatabase.LoadExplicit( "Core_Console" );
-
- // Init the physics plugin.
- physicsInit();
-
- sfxStartup();
-
- // Set up networking.
- setNetPort(0);
-
- // Start processing file change events.
- startFileChangeNotifications();
-
- // If we have editors, initialize them here as well
- if (isToolBuild())
- {
- if(isFile("tools/main." @ $TorqueScriptFileExtension) && !$isDedicated)
- exec("tools/main." @ $TorqueScriptFileExtension);
- }
-
- //This is used to build the remap keybind sets for the different actionMaps.
- $RemapCount = 0;
-}
-
-function CoreModule::onDestroy(%this)
-{
-
-}
-
-//-----------------------------------------------------------------------------
-// Called when the engine is shutting down.
-function onExit()
-{
- // Stop file change events.
- stopFileChangeNotifications();
-
- ModuleDatabase.UnloadExplicit( "Game" );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/tools/Tools.module b/Templates/BaseGame/game/tools/Tools.module
deleted file mode 100644
index 93dee7e7a..000000000
--- a/Templates/BaseGame/game/tools/Tools.module
+++ /dev/null
@@ -1,14 +0,0 @@
-
-
-
\ No newline at end of file
diff --git a/Templates/BaseGame/game/tools/Tools.tscript b/Templates/BaseGame/game/tools/Tools.tscript
deleted file mode 100644
index c9e0e01f5..000000000
--- a/Templates/BaseGame/game/tools/Tools.tscript
+++ /dev/null
@@ -1,26 +0,0 @@
-
-function ToolsModule::onCreate(%this)
-{
- // ----------------------------------------------------------------------------
- // Initialize core sub system functionality such as audio, the Canvas, PostFX,
- // rendermanager, light managers, etc.
- //
- // Note that not all of these need to be initialized before the client, although
- // the audio should and the canvas definitely needs to be. I've put things here
- // to distinguish between the purpose and functionality of the various client
- // scripts. Game specific script isn't needed until we reach the shell menus
- // and start a game or connect to a server. We get the various subsystems ready
- // to go, and then use initClient() to handle the rest of the startup sequence.
- //
- // If this is too convoluted we can reduce this complexity after futher testing
- // to find exactly which subsystems should be readied before kicking things off.
- // ----------------------------------------------------------------------------
-
- //ModuleDatabase.LoadExplicit( "MainEditor" );
- //ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" );
-}
-
-function ToolsModule::onDestroy(%this)
-{
-
-}
\ No newline at end of file