Environment Pack release, Bundle
by Apparatus · 06/26/2008 (9:04 am) · 27 comments

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.
About the author
Tarakibu Studio
#22
07/07/2008 (5:29 am)
Leslie - I started a few days ago porting the packs to TGEA but I am still learning my way trough 1.7.1; I tried a simple port (copied script and assets) but it doesn't work; I think there are a few changes we have to look up so we can make the waterfall work; in fact, I would go further and look up the 'ambient' animation sequence w won't require any exec script;
#23
07/08/2008 (5:19 pm)
Can you mail the CS files for the waterfall and other particle effects if possible? You only provided the DSOs.
#24
07/09/2008 (9:28 am)
Leslie, all the scripts are available in the Readme.doc along with instructions.
#25
07/09/2008 (9:38 am)
oh, ok, its in DOCX format so I could not open it. My version of OpenOffice dont want to but I will just go grab a converter.
#26
07/09/2008 (2:22 pm)
Oh wait, I sent you out the doc version long ago; you should have it in email somewhere.
#27
07/09/2008 (3:55 pm)
Urgh.. prolly ended up in spam, but don't worry I found a way to convert the files.
Torque Owner Leslie Young
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"); }