by date
Sticks & Twigs Environment Pack - Stick a Fork in it...
Sticks & Twigs Environment Pack - Stick a Fork in it...
| Name: | Alan James | |
|---|---|---|
| Date Posted: | May 22, 2008 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Alan James |
Blog post
...Because it's done! Whew! This was a load of work, and I'm already planning in the back of my head some cool updates for it...why won't my mind leave me alone! If you're not familar with this pack, I posted quite a few other in game images in my last plan www.garagegames.com/blogs/45734/14697.

So this it, it's now available on www.monsterpacks.com, RRGTS "Sticks & Twigs" Environment Pack. It has a "monsterous" amount of content:
60+ Trees
50+ Plants, Bushes, Ferns, etc.
24+ Types of Rocks
150+ Billboarded PNG plants (grass, dead bushes, etc.)
25+ Terragen generated 1024x1024 Skyboxes
150+ Terrain and Detail textures
24 Sample missions
13 Ambient Audio Tracks (2+ minutes each)
What I wanted to do with this particular pack was create an all inclusive solution that you could either pick and choose specific models or take a look at a mission with a section fully developed.
I've put together twenty four mission files that have example environments for super fast prototyping and level development. Extract the data directory into a clean build of TGE or TGEA and start Torque, the missions are ready to try out, get inspiration from and use for game development, etc.
Most (but not all) models include multiple LODs (from 2-5). Some of the simpler models are single LOD, but overall the performance is pretty outstanding considering the amount of sheer foliage in the missions:

Large: www.reallyreallygoodthings.com/contentpacks/sticks&twigs/Image74.jpg

Large: www.reallyreallygoodthings.com/contentpacks/sticks&twigs/Image84.jpg

Large: www.reallyreallygoodthings.com/contentpacks/sticks&twigs/Image113.jpg

Large: www.reallyreallygoodthings.com/contentpacks/sticks&twigs/Image213.jpg
Here is a PARTIAL thumbnail index of some of the included content:
Models:








So check it out at www.monsterpacks.com, RRGTS "Sticks & Twigs" Environment Pack, there is a WHOLE lot of content here! When you get a look at what's all included, you better have your shoes off, because your socks are gonna roll right off your feet!
- Alan
Really Really Good Things Studio
.

So this it, it's now available on www.monsterpacks.com, RRGTS "Sticks & Twigs" Environment Pack. It has a "monsterous" amount of content:
60+ Trees
50+ Plants, Bushes, Ferns, etc.
24+ Types of Rocks
150+ Billboarded PNG plants (grass, dead bushes, etc.)
25+ Terragen generated 1024x1024 Skyboxes
150+ Terrain and Detail textures
24 Sample missions
13 Ambient Audio Tracks (2+ minutes each)
What I wanted to do with this particular pack was create an all inclusive solution that you could either pick and choose specific models or take a look at a mission with a section fully developed.
I've put together twenty four mission files that have example environments for super fast prototyping and level development. Extract the data directory into a clean build of TGE or TGEA and start Torque, the missions are ready to try out, get inspiration from and use for game development, etc.
Most (but not all) models include multiple LODs (from 2-5). Some of the simpler models are single LOD, but overall the performance is pretty outstanding considering the amount of sheer foliage in the missions:

Large: www.reallyreallygoodthings.com/contentpacks/sticks&twigs/Image74.jpg

Large: www.reallyreallygoodthings.com/contentpacks/sticks&twigs/Image84.jpg

Large: www.reallyreallygoodthings.com/contentpacks/sticks&twigs/Image113.jpg

Large: www.reallyreallygoodthings.com/contentpacks/sticks&twigs/Image213.jpg
Here is a PARTIAL thumbnail index of some of the included content:
Models:








So check it out at www.monsterpacks.com, RRGTS "Sticks & Twigs" Environment Pack, there is a WHOLE lot of content here! When you get a look at what's all included, you better have your shoes off, because your socks are gonna roll right off your feet!
- Alan
Really Really Good Things Studio
.
Recent Blog Posts
| List: | 07/29/08 - What I Did On My Summer Vacation Part 2 07/22/08 - What I Did On My Summer Vacation Part 1 05/22/08 - Sticks & Twigs Environment Pack - Stick a Fork in it... 05/05/08 - Sticks & Twigs - Not just for Breakfast Anymore 04/10/08 - Really Good Things come to the Garage! 03/01/08 - Really Really Good Things Studio - Current WIP 01/02/08 - 2008 Day One - Free Stuff & A Fun Three Years 10/31/07 - Happy Halloween! The best mortgage rate you'll ever see... |
|---|
Submit your own resources!| Kory James (May 22, 2008 at 04:03 GMT) |
| Todd Pickens (May 22, 2008 at 04:55 GMT) |
| Hans (May 22, 2008 at 05:01 GMT) |
nice pack , just wondering what formats are the models in ?
Thks
Hans
| Alan James (May 22, 2008 at 05:21 GMT) |
Oh, duh...I forgot to mention that. The models are in .dts, .ms3d, and there are .fbx and .obj versions included with a big disclaimer, I have only tested the .fbx and .obj files by exporting them out of Milkshape3D and then opening them up again. Everything seemed to remain intact, but sometimes Milkshape can explode .objs and kick up the polycounts. And I'm not sure what other engines/editors etc. will do with collision meshes, etc. They should be fine, but I'm just not able to give a solid answer on that.
Here is a sample of what the average directory of a model looks like:

| Hans (May 22, 2008 at 05:28 GMT) |
ausome, i would like to buy the pack for an Indie project iam working on in another game engine witch uses FBX format.
Can i use them in Indie when i sell the game ?
thks
Hans
| Alan James (May 22, 2008 at 05:36 GMT) |
Let me know how the .fbx format works out. If you have any trouble definitely let me know what you run into and I'll do my best to get them working properly. And if they do work ok, I'd love to know it, I just don't have a lot of experience with that particular format.
| Ian Roach (May 22, 2008 at 06:59 GMT) |
| Hans (May 22, 2008 at 08:01 GMT) |
i have purchased the pack, waiting on the d/l link
thks
Hans
| Ramen-sama (May 22, 2008 at 08:22 GMT) |
| Brian Wilson (May 22, 2008 at 08:54 GMT) |
| eb (May 22, 2008 at 09:56 GMT) |

www.aliencodec.com/ - programs are available there
Good luck with ur games.
Edited on May 22, 2008 23:41 GMT
| Stephan (viKKing) Bondier (May 22, 2008 at 11:09 GMT) |
This is certainly a mistake due to a messy structure of files on the computer. ;-)
| Alan James (May 22, 2008 at 11:40 GMT) |
I purchased the COMMERCIAL LICENSE to all of the products of AlienCodec BEFORE The Game Creators purchased the rights of his products.
I do also own a COMMERCIAL license for Atmosphere 6.0, and all other content is either original or licensed for sale within models which is outlined in the EULA and license viewable on www.monsterpacks.com
Thanks, Alan
Edited on May 23, 2008 03:02 GMT
| Neill Silva (May 22, 2008 at 11:45 GMT) |
Edited on May 22, 2008 20:16 GMT
| eb (May 22, 2008 at 12:02 GMT) |
Edited on May 22, 2008 23:40 GMT
| Alan James (May 22, 2008 at 12:07 GMT) |
Edited on May 23, 2008 03:04 GMT
| Alan James (May 22, 2008 at 12:18 GMT) |
Ronnie from Alien Codec and I had originally been in contact in 2006 on licensing the commercial versions and the price quoted was in the several hundred dollar range. He knew that I had been interested in the commercial license so he offered it to me at a substantial discount.
It is legitimate, commercial license to use these products in this manner.
Thanks,
Alan
Edited on May 23, 2008 03:08 GMT
| bank (May 22, 2008 at 12:26 GMT) |
Thanks Alan & Kyle!
| Andy Hawkins (May 22, 2008 at 12:42 GMT) |
| Neill Silva (May 22, 2008 at 14:50 GMT) |
Edited on May 22, 2008 20:15 GMT
| jydog (May 22, 2008 at 15:04 GMT) |
Looks excellANT!
| Quinton Delpeche (May 22, 2008 at 16:04 GMT) |
| Syllus (May 22, 2008 at 16:06 GMT) |
As for the whole license debate. People please do not make open accusations until they are well founded. I realize that you may just be trying to protect the community and that is commendable, but throwing open accusations without solid founding is just as detrimental to the community as saying nothing in that it could and most likely will now drastically effect the sales potential of a perfectly legit product. Which is directly the opposite of what we want to do by promoting and helping each other.
If you think that there is an issue with the legality of a particular product wouldnt it be much better to take the matter up privately at first so that if it is shown that the product is legit then you have not errantly instilled doubt into potential customers and been the direct cause of a fellow indie losing sales and a measure of success? If the matter is not resolved satisfactorily and you still feel that there is an issue and potential threat in the product then perhaps it would merit being brought into the open and the "creator" made to prove to the community that the product is legit or remove it.
I realize that there is no perfect way to handle things like this but i definately think that it is the direct responsability of the accuser to approach the matter maturely and make sure that the accusation is well founded before going public with it. It's like being accused of a sex crime... it doesn't matter if you really did it... it doesn't even matter that it was proven that you did not do it and that you are innocent... once the accusation is made, people will forever doubt it and even though you may have done nothing wrong you will be punished for it for the rest of your life.
Anyhow, just my 2 cents worth... we are here to promote and support each other... if you need to bring someone down... lets make sure they actually did something wrong before doing it.
| Andy Rollins (May 22, 2008 at 16:12 GMT) |
| Thak (May 22, 2008 at 16:55 GMT) |
Awesome work Alan, keep it up :)
| Tom Perry (May 22, 2008 at 17:04 GMT) |
| Brian Gogol (May 22, 2008 at 19:18 GMT) |
First, bad bad form for a so-called "community guy" to come out and make serious accusations publicly. Not only that, but they were made in ignorance... you guys were just plain wrong. If you have an overpowering need to open your mouth, at least do it privately and give the guy some opportunity to rebut. Immature and irresponsible acts like this do more harm than good to the community.
I've only ever been a customer of RRGTS and don't really know these guys at all, but all of their previous work has been top-notch. Their customer service is superb and something to emulate. I'd give them the benefit of the doubt without hesitation due to their track record. Pity others here don't think for a second and do the same...
One last thing; I checked out that aliencodec.com website and I see nothing but a tool to generate foliage and meshes. So, correct me if I'm wrong, but aren't these guys just using tools to procedurally create the content for this pack? And if so, that really makes one particular person on here look like a huge idiot.
Alan, keep on doing what you're doing. I, for one, look forward to anything you guys put out in the future.
| Steve Flowers (May 22, 2008 at 19:57 GMT) |
Not sure why a couple folks don't get the whole 'tool > output' relationship. Anyone that has used an autogenerator tool MUST know that nice outputs that work are never automatic. Without talent, a fool with a tool is still a fool and their output is poo. Anyone who thinks Alan pushed the 'auto tree / bush / grass' button and washed his hands 15 minutes later to sell it is smoking crack.
The pencil doesn't make the work... The artist does!
I'm surprised that some folks don't come out of the woodwork when an artist sells oil on canvas... They bought all the materials, how can they possibly sell the works as their own? Sheesh. lol.
Good stuff Alan - game ready trees are a serious time saver and many of us will never be able to build outputs so tuned for Torque.
| Brian Gogol (May 22, 2008 at 20:10 GMT) |
"Without talent, a fool with a tool is still a fool and their output is poo."
-Steven Flowers
lol
| Stephan (viKKing) Bondier (May 22, 2008 at 20:47 GMT) |
Outstanding job, for sure.
| Alan James (May 22, 2008 at 21:10 GMT) |
Here it is:

| Hans (May 22, 2008 at 21:17 GMT) |
how long does it take to get the d/l link to download the pack?
thks
Hans
| Stephan (viKKing) Bondier (May 22, 2008 at 21:21 GMT) |
| Kyle James (May 22, 2008 at 21:40 GMT) |
Plimus is taking forever to issue keys to certain people, they picked a real bad time to have some technical difficulties, lol. Regardless, I activated the pack on your account and you should be able to log in and download it now.
I will email your key to you in a couple mins, just so you can have it in your records.
-Kyle James
| jydog (May 22, 2008 at 22:05 GMT) |
Alan - bit of a fixer-upper, huh!
Edited on May 22, 2008 22:08 GMT
| David Montgomery-Blake (May 22, 2008 at 23:22 GMT) |
I would like to ask anyone who has made negative comments to please edit their posts and remove them since the pack is legitimately licensed.
I would also like to note that it is extremely important to have vigilant members of the community who protect content pack providers. Instead of making it a public spectacle, however, could you contact us and let us know what is going on with it so we can research it. We have the ability to unpost blogs while researching such things! That way people don't get unduly stressed or excited!
| Brian B (May 23, 2008 at 00:02 GMT) Resource Rating: 5 |
| Alan James (May 23, 2008 at 00:27 GMT) |
@Brian B. No it's pretty much per indie developer. So if you make more than one game, you can use the content in each like TGE or TGEA. We try our best to be as indie friendly as possible.
| eb (May 23, 2008 at 00:34 GMT) |
Once again, everyone, good luck with your games
| Alan James (May 23, 2008 at 01:15 GMT) |
I guess I was just saddened because Kyle and I really love being able to put together things that others can use in indie dev and we use pretty much due dilligence in trying to make it all right and legitimate so everyone wins. Yeah, auto generated mesh work is quick and dirty and not super original, but the process of cleaning it up for Torque and getting it cleanly into the engine isn't. And yes, I do have the capability of modeling from scratch, hand making every texture, but ask a few people I've contracted for, it's not $29.95 for a couple hundred models.
I respect your own due dilligence and questioning if we had the license to do what we were doing regarding Alien Codec software, since there is always the chance of someone making a mistake in some thing, especially tiered licensing and things like that, what I'm really trying to say is I didn't respect the assumption of guilt that publicly forced me to the defensive from the start, and that's why I feel like I'm trying to shut the barn door after the horse got out. And that's the closest, dumbest figure of speech that I can think of right at the moment.
I understand concern for other indies, that's exactly the reason why we do what we do at the prices we do. I try and budget my time in a way that will give the biggest bang for the buck for others who are into this; I turn down contract work almost every day because I do have limited time and I want to really be able to do the most for a community that has generally embraced my family as theirs. I know some of the folks at Garage Games think we're nuts for offering such open licenses, with so much content for such a low price. Maybe we are.
It's just kind of ended up a sad day for me, and I wanted it to be a great one for Kyle and myself and everyone here. Working every day so much with my oldest son is pure joy, it's exactly what I wanted to be able to do as a father and as a man. I guess it just knocked all the air out of my ballon. And that's the last dumb figure of speech I'm going to use today.
@Everyone Thanks.
| Alan James (May 23, 2008 at 03:41 GMT) |
Thanks.
| Thomas Huehn (May 23, 2008 at 09:22 GMT) Resource Rating: 5 |
I was a bit confused because of missing download information before i did read the latest posts here ;)
| Quinton Delpeche (May 23, 2008 at 11:54 GMT) |
EDIT: Whoops ... should have read properly. E-mailing you now.
Edited on May 23, 2008 11:57 GMT
| Adam Beer (May 23, 2008 at 15:23 GMT) |
| Kyle James (May 23, 2008 at 16:18 GMT) |
Anyway, in regards to the people having trouble with not receiving their license key. There were some technical difficulties and they should have been fixed now. You should be receiving your key within a half-hour.
If you still have not received your key in your email by that time, email me at kylejames (at) gmail (dot) com
-Kyle James
| J.P. Berry (May 23, 2008 at 16:24 GMT) |
| Quinton Delpeche (May 26, 2008 at 09:13 GMT) |
Can you please make a plan for me ... I am starting to get a little frustrated at the moment.
Thanks Q
| Adam Beer (May 26, 2008 at 14:27 GMT) |
| Alan James (May 26, 2008 at 15:46 GMT) |
Sincerely apologize. Check your email and make sure you received the links and info.
@Adam,
Sorry again and hope you enjoy it! Let me know what you think.
| Quinton Delpeche (May 26, 2008 at 16:45 GMT) |
| Frank Bignone (May 28, 2008 at 05:04 GMT) |
| Stephen Wilson (May 28, 2008 at 12:58 GMT) |
| Alan James (May 29, 2008 at 01:20 GMT) |
Our current host has sufficiently annoyed us ( I wanted to say pissed us off, but didn't think that was appropriate ) so we are moving to a new host provider over the next 24 to 48 hours. I think that between Plimus and our current host, this is the most difficult time we've had in months.
Hopefully your current account access should remain seamless during the transition, but we are going to hold off on putting the store back up so that no one is sufficiently annoyed at us...
Thanks for your patience! email Kyle or myself if you have any questions, problems, etc.
alanjamesATcharterDOTnet or kylejajamesATgmailDOTcom
You must be a member and be logged in to either append comments or rate this resource.


5.0 out of 5


