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Environment Pack release, Bundle
Environment Pack release, Bundle
| Name: | Apparatus | ![]() |
|---|---|---|
| Date Posted: | Jun 26, 2008 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Apparatus |
Blog post

The Environment pack is available on my website. Also, Apparatus Bundle Pack featuring BridgePack and Environment Pack is available there.
An important note - I dropped the prices (now in USD) and will try to keep them as long as possible (maybe reduce again); it is hard to keep it that way but otherwise it would miss the point of content packs: providing affordable content for indie developers. I have a couple of side projects I hope will keep me afloat to make more packs and as fast as these (12 days between 2 releases).
I am almost satisfied by the content, though some of the stuff couldn't make it; the river is not included as I still have to figure out a decent way to make it look better, though a hack would be to use the waterfall model for small creeks with loads of water splashes and boulders to hide the connections.
I still work on some other stuff (birds fx and tree animation); Overall the pack is a good starting point for everyone aiming at making rich environments. An example video (with stock TGE sounds) can be viewed here (with audio).
The pack features a whole bunch of trees and grass, wood rails and barrels, the waterfall, the rainbow, example mission, fixed detail maps tge executable, big rocks and boulders, particle effects - splashes, falling leafs.
I have a lot of ideas coming up and I might need a programmer to help me out; one thing I want to fix is the particle editor - i don't really focus on realtime editing - as it is the particle editor 1.3 is a good start, it really could use an update on the code - slightly different than the 1.5.2 particle datablock format.
Now I have some contract work to go figure out but in my spare time I will try to push the Siege Pack (still in prototype but is already fun).
Thanks for reading!
App.
Recent Blog Posts
| List: | 11/04/08 - Kork 2.0, halted work 09/24/08 - Constructor Pipeline (I) 09/23/08 - Interior Guide Pack Free Download 09/23/08 - Kaboom! Pack for TGEA 09/15/08 - About Constructor 09/11/08 - Interior Guide Pack Released 09/10/08 - Associate Rant 09/08/08 - Interior Guide Pack update |
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Submit your own resources!| Morrock (Jun 26, 2008 at 16:16 GMT) |
I'd be glad to help you with the programming if no one else offers. I don't have any game dev work I need done for myself for a while.
| Apparatus (Jun 26, 2008 at 16:20 GMT) Resource Rating: 5 |
| Jermaine Morgan (Jun 26, 2008 at 16:20 GMT) Resource Rating: 5 |
| Jason Guzzardo (Jun 26, 2008 at 16:23 GMT) |
| Apparatus (Jun 26, 2008 at 16:24 GMT) Resource Rating: 5 |
That doesn't mean you can't use the pack for tgea. All you need is the materials.cs I think, and appropriate maps (normal+spec). With color maps available, that is easy to hack if one's in a hurry.
Edited on Jun 26, 2008 16:25 GMT
| Mark Dynna (Jun 26, 2008 at 17:59 GMT) |
| Apparatus (Jun 26, 2008 at 18:04 GMT) Resource Rating: 5 |
| Ross Pawley (Jun 26, 2008 at 18:16 GMT) |
| Michael (silentMike) Hall (Jun 26, 2008 at 19:43 GMT) |
The groundcover code in TGEA is pretty cool, but for TGE I bet that Ben Garney's forest pack code would go a long way towards creating some insanely huge and detailed forests.
about the river: There was a procedural road object code that someone was working on a couple of months ago . Something like that may be useful to make a river.
| Hans (Jun 26, 2008 at 20:03 GMT) |
thks
Hans
| Jason Guzzardo (Jun 26, 2008 at 20:07 GMT) |
| Alienforce (Jun 26, 2008 at 22:05 GMT) |
| Leslie Young (Jun 26, 2008 at 22:37 GMT) Resource Rating: 5 |
Will be nice when you get around to the TGEA "upgrade" for these packs ;)
For now I just run the textures through nvidia's normalmapfilter, but I'm sure your artistic touch can provide much better normal maps.
| Andy Hawkins (Jun 26, 2008 at 23:29 GMT) |
| Kevin McLaughlin (Jun 27, 2008 at 00:17 GMT) Resource Rating: 5 |
Andy, meantime remember that you can always use Shaper to edit the DTS models themselves. ;)
Oh, definitely a 5 for this one - please keep the packs coming!
Edited on Jun 27, 2008 00:17 GMT
| Zach Gipson (Jun 27, 2008 at 05:36 GMT) |
| Apparatus (Jun 27, 2008 at 06:03 GMT) Resource Rating: 5 |
Hans- Unity needs a mac around (w I don't have) so you will have to use the Maya sources (stripped of LOD and nodes) to port the assets into Unity; Unity uses a hidden FBX converter to claim it imports maya scenes.
Alienforce - that was a temporary solution till I got my flash top working; visit the site and see if you like it now; thanks for advice though, nothing to worry.
Leslie - make no mistake will port everything to TGEA : )
Andy/Kevin - i wrote a longer answer but lost the post :P / anyway, even if I were to make 4 packs a month it is still not worth working on other sources (especially obj); that's for turbosquid users. My aim here is to make stuff available to torque users in specific format (DIF, DTS); in any case, anybody who really needs another source format can email me for help/assistance, no trouble at all.
Zach - the audio on the video I made is a dirty hack - overlay over the video after recording, because I couldn't record video with sounds at all; i guess i'll have to install OpenALl to do so, can;t remember why this occurs. In the mission though it sounds a lot better (stereo, 3d and all that)
@all - thanks
| Andy Hawkins (Jun 27, 2008 at 11:48 GMT) |
| Apparatus (Jun 27, 2008 at 11:58 GMT) Resource Rating: 5 |
| Mark (Jun 27, 2008 at 18:03 GMT) |
| Leslie Young (Jul 06, 2008 at 14:52 GMT) Resource Rating: 5 |
I am using TGEA1.7
datablock StaticShapeData(WaterfallAnimation)
{
category = "Effects";
className = "WaterfallEffects";
shapeFile = "~/data/shapes/particles/waterfall/waterfall.dts";
};
function WaterfallEffects::onAdd(%this, %obj)
{
error("I R CALLED"); // yes it gets in here
%obj.playThread(0, "Sequence01");
}
Edited on Jul 06, 2008 14:53 GMT
| Apparatus (Jul 07, 2008 at 12:29 GMT) Resource Rating: 5 |
| Leslie Young (Jul 09, 2008 at 00:19 GMT) Resource Rating: 5 |
| Apparatus (Jul 09, 2008 at 16:28 GMT) Resource Rating: 5 |
| Leslie Young (Jul 09, 2008 at 16:38 GMT) Resource Rating: 5 |
| Apparatus (Jul 09, 2008 at 21:22 GMT) Resource Rating: 5 |
| Leslie Young (Jul 09, 2008 at 22:55 GMT) Resource Rating: 5 |
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