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Is it dead? ...Get an axe!
Is it dead? ...Get an axe!
| Name: | Todd Pickens | ![]() |
|---|---|---|
| Date Posted: | Sep 12, 2006 | |
| Rating: | 4.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Todd Pickens |
Blog post
FPS Environment Pack - Post Mortem
Here is the link

I chose to make this content pack focused on 1st and 3rd person game development because the vast majority of the feedback following the release of my first content pack, the RTS Environment Pack, was from people using it in 1st or 3rd person game development.
I am really looking forward to working on some RTS content again sometime soon, and may have a big surprise in the works, but more on that another time.
My goals for the FPS Environment Pack were pretty clear, higher quality and resolution of textures, higher poly counts for the models, LOD for as many of the objects as time would allow, Animated shapes, Environmental sound to help immerse the player, and examples of embedded sounds in objects to ease environment development. Oh' also to develop with TLK
I hit most of those goals pretty successfully. But not without a few bumps along the way.
What Went Right?
The overall atmosphere comes across pretty successfully in the demo map. This is due in great part to the excellent sound work Jon Jorajuria provided.
I got extensive examples of object LOD in the pack, animated shapes, and objects with embedded sounds. As a bonus, Jon was also able to help me get the shader water resource implemented in the pack, which was an excellent addition to the environment and definitely helped the suspension of disbelief for the viewer.

What went wrong?
The subject matter for the content pack is another story altogether. But to keep a long story short, I basically failed to focus on a given environment and allowed a number of settings to collide...primarily because I REALLY wanted to do them all. The resulting content was a mix of western rural farm land, barns, split rail fences, wind mills, etc. A dock town, pilings, old wooden docks, stone seawalls, etc. And a touch of the "Sleepy Hollow" content pack I started working on.
The result of mixing these setting was a more diverse environment than I had originally planned, but also a less detailed environment. I could do another complete pack just to really flesh out what I have provided in this one.
I knew better than to develop this way, but did it any way. One of the advantages of being inde I suppose.
What did I learn?
1- Good sound work will breathe life into your game environment. Its value is often overlooked, and can't be overstated.
2- TGE can handle a HELL OF A LOT of objects in an environment. And far more effectively than I have provided an example of with this pack. I could have done additional levels of detail for each object, and sculpted the terrain to help reduce the amount of rendering that had to be done at any one time. But regardless of my some what reckless map development, TGE still kicked butt.
3- Garage Games and the GG community continues to humble me with the amazing support and positive feedback. It is truly a pleasure to work with everyone and provide content for the community.
Whats next? There is a lot in the works...stay tuned!

Here is the link

I chose to make this content pack focused on 1st and 3rd person game development because the vast majority of the feedback following the release of my first content pack, the RTS Environment Pack, was from people using it in 1st or 3rd person game development.
I am really looking forward to working on some RTS content again sometime soon, and may have a big surprise in the works, but more on that another time.
My goals for the FPS Environment Pack were pretty clear, higher quality and resolution of textures, higher poly counts for the models, LOD for as many of the objects as time would allow, Animated shapes, Environmental sound to help immerse the player, and examples of embedded sounds in objects to ease environment development. Oh' also to develop with TLK
I hit most of those goals pretty successfully. But not without a few bumps along the way.
What Went Right?
The overall atmosphere comes across pretty successfully in the demo map. This is due in great part to the excellent sound work Jon Jorajuria provided.
I got extensive examples of object LOD in the pack, animated shapes, and objects with embedded sounds. As a bonus, Jon was also able to help me get the shader water resource implemented in the pack, which was an excellent addition to the environment and definitely helped the suspension of disbelief for the viewer.

What went wrong?
The subject matter for the content pack is another story altogether. But to keep a long story short, I basically failed to focus on a given environment and allowed a number of settings to collide...primarily because I REALLY wanted to do them all. The resulting content was a mix of western rural farm land, barns, split rail fences, wind mills, etc. A dock town, pilings, old wooden docks, stone seawalls, etc. And a touch of the "Sleepy Hollow" content pack I started working on.
The result of mixing these setting was a more diverse environment than I had originally planned, but also a less detailed environment. I could do another complete pack just to really flesh out what I have provided in this one.
I knew better than to develop this way, but did it any way. One of the advantages of being inde I suppose.
What did I learn?
1- Good sound work will breathe life into your game environment. Its value is often overlooked, and can't be overstated.
2- TGE can handle a HELL OF A LOT of objects in an environment. And far more effectively than I have provided an example of with this pack. I could have done additional levels of detail for each object, and sculpted the terrain to help reduce the amount of rendering that had to be done at any one time. But regardless of my some what reckless map development, TGE still kicked butt.
3- Garage Games and the GG community continues to humble me with the amazing support and positive feedback. It is truly a pleasure to work with everyone and provide content for the community.
Whats next? There is a lot in the works...stay tuned!

Recent Blog Posts
| List: | 09/01/08 - FPS Environment Pack free Update, or... 07/03/08 - Someone once said... 06/24/07 - I think I saw Bigfoot... 03/31/07 - There's a Surprise Inside! 03/24/07 - Flower Power 02/08/07 - Road Work 01/31/07 - Marathon Man... 11/01/06 - How is a Mini Pack like Bag of Holding? |
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Submit your own resources!| Todd Pickens (Sep 12, 2006 at 02:10 GMT) |
...fixed.
Edited on Sep 12, 2006 02:23 GMT
| Tom Feni (Sep 12, 2006 at 02:49 GMT) |
I really like how the content packs have started flowing in lately.. Makes it so much easier for new guys when the art and the code is in a one stop shopping center :)
where was all this back when I started.. :)
| Andrew Hull (Sep 12, 2006 at 03:41 GMT) |
| Todd Pickens (Sep 12, 2006 at 03:47 GMT) |
Thanks very much!
@ Andrew,
...I feel your pain, stay tuned ;O)
| Prairie Games (Sep 12, 2006 at 04:03 GMT) Resource Rating: 5 |
Thanks for the great pack! We picked up a commercial license :)
| Todd Pickens (Sep 12, 2006 at 04:10 GMT) |
Nope, not yet any how.
That was you who bought the commercail pack?!? Sweet, thanks very much, you made my day!
Let me know if you need any support from my end.
| Jon Jorajuria (Sep 12, 2006 at 06:00 GMT) Resource Rating: 5 |
| Tek0 (Sep 12, 2006 at 06:06 GMT) |
| Sam Redfern (Sep 12, 2006 at 07:58 GMT) |
| Todd Pickens (Sep 12, 2006 at 15:53 GMT) |
Thanks Jon, you know how it is, all I see now are the mistakes.
@ Tek0,
Yup, I could make a city pack...but unfortunately I don't have plans for one in the immediate future. But I will keep it in mind.
@ Sam,
Garage Games has been great, I could not be happier with their assistance and support.
But I hope you are right, I hope that the great content everyone is releasing is helping to build the community, because that means a strong community for all of us.
| Jay Barnson (Sep 12, 2006 at 17:59 GMT) |
Well, if you ever DO decide to do a dedicated "Sleepy Hollow" pack, I'll be thrilled! In the meantime, this works great :)
| Holger (Sep 13, 2006 at 14:22 GMT) |
Saw it and bought it right away.
Very nice!
Just one question: The buildings are not enterable?
| Todd Pickens (Sep 13, 2006 at 15:29 GMT) |
Thanks very much for picking up the pack, thank you for the support.
No, the buildings are not enterable. I wanted to add some of that sort of thing in, but didn't get the time.
I have plans for a .dff pack of useable structures, but that down the road a bit.
| Prairie Games (Sep 13, 2006 at 18:00 GMT) Resource Rating: 5 |
I must say, DTS architecture is the win in look and performance. Bring on the polygon soup collision! :)
-Josh Ritter
Prairie Games, Inc
| Todd Pickens (Sep 13, 2006 at 19:52 GMT) |
Wow, thank you for the complements, that keeps me motivated.
Those dts buildings could be a lot more efficient as well. Not only could I have both stylized and streamlined the construction more, but additional levels of detail would be good, and I talked to Dave Wyand about implementing a smooth blend transition from one LOD to the next, which he says should be very easy, but is swamped at the moment with Constructor and TGE 1.5, if I am not mistaken.
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4.8 out of 5


