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Content pack Love
Content pack Love
| Name: | Timothy Aste | ![]() |
|---|---|---|
| Date Posted: | Jul 19, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Timothy Aste |
Blog post
Ok, can't talk about all the awesome ultra cool projects we are working on here at GG (NDA woot). Let's just leave it at...it's pretty awesome. :-)
However I can talk about the stuff I'm working on in my free-time and what not.
First up, Humvee content pack. The final pack isn't finalized at all because it depends on some stuff going on right now, but this will probably make it out at some point. This is more out there to compliment the Tank pack and the Serious Games market, since we originally started it for to help sell TGE in the Serious Games market, but changed our minds. It'll include a high-detail model for first person quality type stuff like BF2...a medium detail model for 3rd person type, and a low quality version for top-down RTS type games. It may or may not include various turrets, backs, etc. Like I said, it's all kind of up in the air and I'll release more info when it's finalized. :)
Here's the high detail version atm:

Content Pack 1 & 2 Revisions:
Big updates coming to both Content Packs 1 & 2. These updates will be free of charge when they are released of course to owners of the packs, but will probably require a redownload. Basically I've just gone through the bug reports and feedback I've recieved and gone and made a huge list of things to fix & change. Here's the short version:
Content Pack One:
-Fix collision meshes and LOD on the Environment pack shapes
-Fix & Adjust skyboxes
-Redo Textures
-Fix various .MAP changes.
-Drag & Drop example mission
Quick note, yes, I am redoing all the textures. I was never quite happy with what I came out with on the first pack, and I felt they were always rushed, dark spots, etc. So basically I'm taking the time to go back and make hi-res version of each and redo them the "right" way, using the knowledge I've gained over the last year. :)
There are also some geometry fixes that need to be made. The parsing on some of the .maps can be wonky depending on what editor your using, I'd like to rectify this and make it more solid before the constructor release.
Also, I put a Drag & Drop demo mission in CP2, this went over very well and I'd like to reorganize the distribution structure to include this and make it more Torque newbie friendly.
Content Pack Two:
-Fix some collision meshes
-Worldspawn tag fix
-New demo executable
Not as big of an update, but basically this will include a fixed executable. There is a bug in the executable that will sometimes lock Torque up on mission lighting for certain people. You can drag & drop your own TGE executable and replace the Lighting Pack beta one to work around this currently.
There are some concave collision meshes on some Coral elements that need to be fixed and redistributed.
The .maps were parsed in a bare-bones way and do not have a worldspawn tag. This turned out to be more trouble then help because without this tag, you can't import into most editors, and most people weren't aware of this so I'm adding it back in for ease of use.
Some new texture shots for CP1:
Shrunk down from 1024x






That about sums it up. I want to point out that as of right now I am not promising any date on these updates, because I know I won't be able to make one and keep it. This is stuff I have to do when I go home at night and on the weekends. Once I get close to being complete, I will announce it, no worries though it shouldn't take that long. :-)
Also, if you feel there is anything dramatic missing off that fix list, please email me at tima@garagegames.com
Please don't respond here in the comments because I will more then likely not see it, email is always the #1 way to get in touch with me, except my cell phone, but you guys can't have that! :-)
(2am...Phone rings.....Mapping questions...nooooooooo!)
However I can talk about the stuff I'm working on in my free-time and what not.
First up, Humvee content pack. The final pack isn't finalized at all because it depends on some stuff going on right now, but this will probably make it out at some point. This is more out there to compliment the Tank pack and the Serious Games market, since we originally started it for to help sell TGE in the Serious Games market, but changed our minds. It'll include a high-detail model for first person quality type stuff like BF2...a medium detail model for 3rd person type, and a low quality version for top-down RTS type games. It may or may not include various turrets, backs, etc. Like I said, it's all kind of up in the air and I'll release more info when it's finalized. :)
Here's the high detail version atm:

Content Pack 1 & 2 Revisions:
Big updates coming to both Content Packs 1 & 2. These updates will be free of charge when they are released of course to owners of the packs, but will probably require a redownload. Basically I've just gone through the bug reports and feedback I've recieved and gone and made a huge list of things to fix & change. Here's the short version:
Content Pack One:
-Fix collision meshes and LOD on the Environment pack shapes
-Fix & Adjust skyboxes
-Redo Textures
-Fix various .MAP changes.
-Drag & Drop example mission
Quick note, yes, I am redoing all the textures. I was never quite happy with what I came out with on the first pack, and I felt they were always rushed, dark spots, etc. So basically I'm taking the time to go back and make hi-res version of each and redo them the "right" way, using the knowledge I've gained over the last year. :)
There are also some geometry fixes that need to be made. The parsing on some of the .maps can be wonky depending on what editor your using, I'd like to rectify this and make it more solid before the constructor release.
Also, I put a Drag & Drop demo mission in CP2, this went over very well and I'd like to reorganize the distribution structure to include this and make it more Torque newbie friendly.
Content Pack Two:
-Fix some collision meshes
-Worldspawn tag fix
-New demo executable
Not as big of an update, but basically this will include a fixed executable. There is a bug in the executable that will sometimes lock Torque up on mission lighting for certain people. You can drag & drop your own TGE executable and replace the Lighting Pack beta one to work around this currently.
There are some concave collision meshes on some Coral elements that need to be fixed and redistributed.
The .maps were parsed in a bare-bones way and do not have a worldspawn tag. This turned out to be more trouble then help because without this tag, you can't import into most editors, and most people weren't aware of this so I'm adding it back in for ease of use.
Some new texture shots for CP1:
Shrunk down from 1024x






That about sums it up. I want to point out that as of right now I am not promising any date on these updates, because I know I won't be able to make one and keep it. This is stuff I have to do when I go home at night and on the weekends. Once I get close to being complete, I will announce it, no worries though it shouldn't take that long. :-)
Also, if you feel there is anything dramatic missing off that fix list, please email me at tima@garagegames.com
Please don't respond here in the comments because I will more then likely not see it, email is always the #1 way to get in touch with me, except my cell phone, but you guys can't have that! :-)
(2am...Phone rings.....Mapping questions...nooooooooo!)
Recent Blog Posts
| List: | 11/12/08 - Keeping busy around the lab 07/25/08 - Open Horizons! 03/04/08 - Legions @ GDC 09/20/07 - Video from GDC 03/02/07 - Art blog 01/04/07 - Products, Holidays, Job Opening, GGE Winners! 12/12/06 - GGE Contest Extension! 12/07/06 - Win even *more* Free Stuff |
|---|
Submit your own resources!| Timothy Aste (Jul 19, 2005 at 00:27 GMT) |
| Josh Moore (Jul 19, 2005 at 01:14 GMT) |
Edit: I guess I clicked on the .plan before the screenshot decided to work...
Edit2: Sweet humvee :D
... what's the poly count on that thing?
Edited on Jul 19, 2005 02:57 GMT
| Clint S. Brewer (Jul 19, 2005 at 01:30 GMT) |
Edited on Jul 19, 2005 01:31 GMT
| Christopher T. Morrissey (Jul 19, 2005 at 03:51 GMT) |
Edited on Jul 19, 2005 03:53 GMT
| Matt Vitelli (Jul 19, 2005 at 04:18 GMT) |
| Prairie Games (Jul 19, 2005 at 04:21 GMT) |
Excellent support Tim, it's appreciated, Suh-weet!!!!
-Josh Ritter
Prairie Games
| Hokuto (Jul 19, 2005 at 09:16 GMT) |
Yes all the other stuff is also great :)
| Nick Zafiris (Jul 19, 2005 at 09:31 GMT) |
Nick
| Sebastian Potter (Jul 19, 2005 at 10:17 GMT) |
The Humvee pack sounds pretty cool. Not really suitable for what I'm doing, but I'll probably end up buying it as another good example to base art construction on. :)
Great news on the CP updates. I was slightly miffed at the problems I ran into with the first releases (probably not the best time to have given up smoking!) and I see that your updates fix all of the issues that vexed me. Thanks Tim!
- Seb.l
| Josiah Wang (Jul 19, 2005 at 13:51 GMT) |
^ jk
lol, nice ness, i like the idea that 3 versions will be included...never saw a humvee in an RTS though, but that could be interesting =D
| Timothy Aste (Jul 19, 2005 at 14:43 GMT) |
Yeah I didn't want to limit it to just one type, since a fully modeled interior would be useless for some, but needed for others, so I figured why not just do all three. :)
But hey, this is all just WIP stuff, hopefully it'll get done quickly.
| NewYork Virtual (Jul 19, 2005 at 15:05 GMT) |
| Kirby Webber (Jul 19, 2005 at 16:18 GMT) |
Yeah, it's obviously a modeller, but when my eyes saw "Constructor Beta" my heart skipped a beat - and then I saw the image. =\
| Matthew Langley (Jul 19, 2005 at 17:01 GMT) |
| Timothy Aste (Jul 19, 2005 at 17:33 GMT) |
For those of you who have played BF2, running in front of Adam Degrandis's tank multiple times and punishing his "team kill" every time until he gets kicked...is not a nice thing to do.
| Matthew Langley (Jul 19, 2005 at 17:38 GMT) |
| Treb Connell (formerlyMasterTreb (Jul 19, 2005 at 17:47 GMT) |
| Adam deGrandis (Jul 19, 2005 at 22:19 GMT) |
Granted, but its still pretty funny. :)
| Mark Barner (Jul 19, 2005 at 22:42 GMT) |
So any content packs and the release of the Constructor would be nice;)
| Vashner (Jul 20, 2005 at 10:26 GMT) |
| Josh Moore (Jul 20, 2005 at 20:08 GMT) |
| Matt Vitelli (Jul 24, 2005 at 17:20 GMT) |
| Matthew Langley (Jul 26, 2005 at 16:09 GMT) |
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