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Animal Pack, current projects and some other stuff
Animal Pack, current projects and some other stuff
| Name: | Stefan Beffy Moises | ![]() |
|---|---|---|
| Date Posted: | Aug 11, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Stefan Beffy Moises |
Blog post
Hey there, it's been some time since my last blog here, so here is a quick update!
I'm currently working on different (paid! well, at least parts of it... ;)) TGE projects, one being a horse game,
another one being more of a medical training project (which I've mentioned in my last blogs). And last but not least, a new 3D-Diggers content pack!
It's an Animal Pack and will also feature a simple, scripted AI to showcase the different animals.
The animals available will be elephants, zebras, antilopes, girafs, hippos, orang-utans, gorillas, crocodiles, flamingos, grey herons and leopards.
They all have custom made animations, besides the usual idle, run, walk, etc. you also get swim, attack, startSleep, stopSleep, sleep, startEat, stopEat, eat, startFly, endFly, fly, etc.
The animals can either attack the player, flee from him or ignore him, their behaviours and "needs" can be adjusted in the datablocks... everything is scripted, with no engine-changes to a stock TGE 1.4.x version.
Here is a little DIVX video (~18MB) showcasing some fleeing and attacking animals etc.
tork.beffy.de/uploads/animalpack01.zip
Here is another one which shows that you can just add your animals from the mission editor and they will immediately "live"... you can save them with the mission and have them available the next time you load.
You can define their "wander radius" in which they'll stay (they remember their creation point as their "center" for movement) - or you can alternatively define SpawnPoint groups for each animal type and they will spawn there automatically (number of spawned instances is defined in the datablock currently, too).
tork.beffy.de/uploads/animalpack02.zip
Pretty fun stuff! :)
Here is an image of the crocodile in the show tool:

Keep in mind though that it's no super complex AI, of course, that's just not the point of the pack... (there will be the official AI pack for some real AI) - so the animals don't attack each other, they don't search for food before eating, there is not pathfinding, etc. ;)
Something more personal... Sonja, my wife is currently pregnant and we'll have a litte baby by the end of October!! Now isn't that great news!?! :) Not sure yet if it's boy or girl, but we'll probably find out next tuesday, since we get to see it in 3D ;)
That's all, folks! Watch out for the AnimalPack soon on http://www.3d-diggers.de! :)
cheers,
beffy
I'm currently working on different (paid! well, at least parts of it... ;)) TGE projects, one being a horse game,
another one being more of a medical training project (which I've mentioned in my last blogs). And last but not least, a new 3D-Diggers content pack!
It's an Animal Pack and will also feature a simple, scripted AI to showcase the different animals.
The animals available will be elephants, zebras, antilopes, girafs, hippos, orang-utans, gorillas, crocodiles, flamingos, grey herons and leopards.
They all have custom made animations, besides the usual idle, run, walk, etc. you also get swim, attack, startSleep, stopSleep, sleep, startEat, stopEat, eat, startFly, endFly, fly, etc.
The animals can either attack the player, flee from him or ignore him, their behaviours and "needs" can be adjusted in the datablocks... everything is scripted, with no engine-changes to a stock TGE 1.4.x version.
Here is a little DIVX video (~18MB) showcasing some fleeing and attacking animals etc.
tork.beffy.de/uploads/animalpack01.zip
Here is another one which shows that you can just add your animals from the mission editor and they will immediately "live"... you can save them with the mission and have them available the next time you load.
You can define their "wander radius" in which they'll stay (they remember their creation point as their "center" for movement) - or you can alternatively define SpawnPoint groups for each animal type and they will spawn there automatically (number of spawned instances is defined in the datablock currently, too).
tork.beffy.de/uploads/animalpack02.zip
Pretty fun stuff! :)
Here is an image of the crocodile in the show tool:

Keep in mind though that it's no super complex AI, of course, that's just not the point of the pack... (there will be the official AI pack for some real AI) - so the animals don't attack each other, they don't search for food before eating, there is not pathfinding, etc. ;)
Something more personal... Sonja, my wife is currently pregnant and we'll have a litte baby by the end of October!! Now isn't that great news!?! :) Not sure yet if it's boy or girl, but we'll probably find out next tuesday, since we get to see it in 3D ;)
That's all, folks! Watch out for the AnimalPack soon on http://www.3d-diggers.de! :)
cheers,
beffy
Recent Blog Posts
| List: | 05/20/08 - Horsepack TGEA 1.7.0 update! 10/15/07 - Free giveaway for horsepack owners - "accouterments of knighthood" horse armor 10/06/07 - "Seawolf" Submarine Content Pack available NOW! 07/06/07 - Horsepack TGEA port, Seawolf Submarine progress 06/04/07 - AI Antelope - Sealife/Submarine Pack - PodRacer Pack 05/24/07 - "Project: Seawolf" - Submarine / Sea Life Content Pack by the 3D-Diggers 04/25/07 - Horsepack released!! 04/15/07 - Horsepack revisited! |
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Submit your own resources!| DizzyDoo (Aug 11, 2006 at 18:15 GMT) |
| Martin Schultz (Aug 11, 2006 at 18:40 GMT) |
| Stefan Beffy Moises (Aug 11, 2006 at 19:49 GMT) |
@Martin: yeah, it'll be a nice game I think :) In fact, I was in Hamburg 2 weeks ago to work on it, so that would have been a good time for the German Torque Convention ;)
| Stefan Beffy Moises (Aug 11, 2006 at 19:55 GMT) |
www.thinklizzy.com :)
| Martin Schultz (Aug 11, 2006 at 20:01 GMT) |
Hey, maybe next time we could have a beer or so here around.
| Jonathon Stevens (Aug 11, 2006 at 20:08 GMT) |
| Andy Schatz (Aug 11, 2006 at 20:16 GMT) |
Fun stuff. Have you had many customers yet?
| Jesse (Midhir) Liles (Aug 11, 2006 at 21:27 GMT) |
| Fucifer (Aug 11, 2006 at 21:38 GMT) |
| Tom Bentz (Aug 11, 2006 at 22:21 GMT) |
| Edward Smith (Aug 12, 2006 at 01:43 GMT) Resource Rating: 5 |
Will this come with TSE materials?
| Neo Binedell (Aug 12, 2006 at 08:14 GMT) |
~neo
| Paul Langridge (Aug 12, 2006 at 12:58 GMT) |
| Stefan Beffy Moises (Aug 12, 2006 at 14:01 GMT) |
Not sure about the TSE materials yet, maybe we'll add those as a free addon later... we'll see :)
@Andy: yeah, but I think your game was almost done when we started modelling the animals, so they wouldn't have been of much help for you ;)
The animal pack is not available yet, but will be soon... and yeah, no arctic animals (yet).
| Edward F. Maurina III (Aug 12, 2006 at 18:00 GMT) |
@All - I'm sure you folks are aware of this, but Stefan has lots of (other) great content packs (too) at: 3d-Diggers.de. Be sure to check out his web-shop and the content packs (see navigation bar in upper-left corner of web shop.)
EdM|GPGT
Edited on Aug 12, 2006 18:01 GMT
| Gordon Griggs (Aug 20, 2006 at 19:38 GMT) |
Thanks!
Gordon
| Stefan Beffy Moises (Aug 20, 2006 at 19:44 GMT) |
it's 3.00 EUR, not 300 EUR ;)
| Jonathon Stevens (Aug 20, 2006 at 20:01 GMT) |
| Gordon Griggs (Aug 23, 2006 at 23:19 GMT) |
Gordon
| Gordon Griggs (Sep 13, 2006 at 04:39 GMT) |
Thanks!
| Gordon Griggs (Oct 01, 2006 at 22:40 GMT) |
Anyone here?
I will buy this pack once it is for sale. Are you still working on it?
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