A bird in the hand is worth...
by Todd Pickens · 08/03/2006 (1:34 am) · 30 comments
..Killing two birds with one stone? ...And other metaphors I could butcher to make my point.
It is late and I am in a self imposed crunch mode on my new Environment Content Pack, but I thought I would steal a moment for a quick .plan, it having been ages since my last post.
I once saw a documentary where this native guy was trying to find water out in the wild bush. To achieve this he stuck a chunk of salt through a knot hole in a hollow tree. The next thing you know this monkey comes along and tries to get the salt, so he sticks his hand in and grabs it, but with the chunk of salt in his had, the monkeys fist is now too big to withdraw from the hole. That monkey really wanted that salt and was not soon going to give up his prize.
Now that monkey had been holding on to that chunk of salt for a good while. Setting in the hot sun had taken its toll, and once he gave up, the first place he headed was for water. And the crafty native followed the monkey back to his watering hole and drank his fill.
That story comes to mind because I feel like the monkey with his hand stuck in a the hole and unwilling to give up that mother load chunk of salt.
Over the past several months, I have developed a mother load of environment content. It all sprang from this great white whale of an idea I had for an environment/game/demo project. However, juggling my various content pack ideas, contract work, side projects, and challenges of life, I couldn't seem to either get the time, or clarity to nail down one specific content pack project. So the monster just kept growing.
Now here I am pushing against my deadlines and feeling like that monkey with his hand stuck in a knot hole for not wanting to give up that chunk of salt. Probably not the best analogy, but it will do.
The end result is a compromise. This new content pack definitely ain't the great white whale I started chasing after completion of my first environment pack, but its a pretty big fish just the same.
The new environment is focused on Torque Game Engine, Torque Lighting Kit, and First Person Games. The "First Person Games" aka FPS development approach is worth noting, sine my first environment pack was specifically designed for RTS environment development, and so, has lower texture resolution and poly counts. The new content pack, by contrast, has much higher texture resolution, model complexity, and level of detail support.
I have also included a number of features, functionality, and examples that I thought would be useful to developers like , animated .dts shapes, extensive environment sounds, TLK support, and a few other special features I will keep under wraps until launch day.
Hopefully by adding these extra goodies and documenting the "how to" aspects, you guys will have working examples of various things, like the animated .dts shapes, and be able to utilize these features more easily in the games you create.
As with my first environment content pack, this new one will ship with playable builds and environments created to demonstrate the use of the pack assets.
The two older screen shots below are of assets that were staged in a test map composed of elements from my first content pack and the new one...In other words, shots of a work in progress, but you get the idea. I'll submit and image of the day very soon and do a proper .plan once development of the content pack is wrapped up.
What I don't have yet, is a name for the environment, I have been banging my head against the wall on that one. The best I could describe it would be something like Sleepy Hallow meets the old west...sort of.
Take a look at the pics and see if you can come up with a good one. I am open to suggestions.


It is late and I am in a self imposed crunch mode on my new Environment Content Pack, but I thought I would steal a moment for a quick .plan, it having been ages since my last post.
I once saw a documentary where this native guy was trying to find water out in the wild bush. To achieve this he stuck a chunk of salt through a knot hole in a hollow tree. The next thing you know this monkey comes along and tries to get the salt, so he sticks his hand in and grabs it, but with the chunk of salt in his had, the monkeys fist is now too big to withdraw from the hole. That monkey really wanted that salt and was not soon going to give up his prize.
Now that monkey had been holding on to that chunk of salt for a good while. Setting in the hot sun had taken its toll, and once he gave up, the first place he headed was for water. And the crafty native followed the monkey back to his watering hole and drank his fill.
That story comes to mind because I feel like the monkey with his hand stuck in a the hole and unwilling to give up that mother load chunk of salt.
Over the past several months, I have developed a mother load of environment content. It all sprang from this great white whale of an idea I had for an environment/game/demo project. However, juggling my various content pack ideas, contract work, side projects, and challenges of life, I couldn't seem to either get the time, or clarity to nail down one specific content pack project. So the monster just kept growing.
Now here I am pushing against my deadlines and feeling like that monkey with his hand stuck in a knot hole for not wanting to give up that chunk of salt. Probably not the best analogy, but it will do.
The end result is a compromise. This new content pack definitely ain't the great white whale I started chasing after completion of my first environment pack, but its a pretty big fish just the same.
The new environment is focused on Torque Game Engine, Torque Lighting Kit, and First Person Games. The "First Person Games" aka FPS development approach is worth noting, sine my first environment pack was specifically designed for RTS environment development, and so, has lower texture resolution and poly counts. The new content pack, by contrast, has much higher texture resolution, model complexity, and level of detail support.
I have also included a number of features, functionality, and examples that I thought would be useful to developers like , animated .dts shapes, extensive environment sounds, TLK support, and a few other special features I will keep under wraps until launch day.
Hopefully by adding these extra goodies and documenting the "how to" aspects, you guys will have working examples of various things, like the animated .dts shapes, and be able to utilize these features more easily in the games you create.
As with my first environment content pack, this new one will ship with playable builds and environments created to demonstrate the use of the pack assets.
The two older screen shots below are of assets that were staged in a test map composed of elements from my first content pack and the new one...In other words, shots of a work in progress, but you get the idea. I'll submit and image of the day very soon and do a proper .plan once development of the content pack is wrapped up.
What I don't have yet, is a name for the environment, I have been banging my head against the wall on that one. The best I could describe it would be something like Sleepy Hallow meets the old west...sort of.
Take a look at the pics and see if you can come up with a good one. I am open to suggestions.


About the author
#2
08/03/2006 (1:53 am)
Great work Todd. I love your work, and look forward to this. :)
#3
08/03/2006 (2:02 am)
I'd say 'Rural Farmland' would pretty much describe it =) At any rate it looks fantastic!
#5
08/03/2006 (2:36 am)
Nice :)
#6
Okay, here's a long shot - Ever read John Wyndham? It makes me think of the The Chrysalids.
Of course you could always call it "Backyards I have known" ;)
A little colour variation and a broken stoney wall and your away :)
I take it you solved the sound challenge?
Cheers!
08/03/2006 (3:09 am)
Can't wait to see the latest images Todd, this looks very moody. Sleepy Hollow or Salem seem fitting. Okay, here's a long shot - Ever read John Wyndham? It makes me think of the The Chrysalids.
Of course you could always call it "Backyards I have known" ;)
A little colour variation and a broken stoney wall and your away :)
I take it you solved the sound challenge?
Cheers!
#7
Cheers, Mark.
08/03/2006 (5:43 am)
Are the buildings going to be dif's? are they modeled in and out?Cheers, Mark.
#8
08/03/2006 (5:55 am)
I like your work. It looks great. :)
#9
Thanks very much! I worry about my sense of "beauty sometimes"
@ Gareth,
Thank you Gareth, I hope you like the finish pack and get a lot of use out of it.
@ Jesse,
Well...among the numerous content packs I "want" to do was a detailed rural farmland. Some of that made it into this pack, in the sense that the setting is rural, so fields, barns, etc. However, I made two building "themes" for lack of a better description...the first being a sort of non modern construction, rough stone, wooden shingles, etc. The second style being old, turn of the century stuff, red bricks, barbwire fences, the windmill you see in the pick.
All of this sort of collided with the "Sleepy Hallow" content pack I started on..among others :P
@ Josh,
Thanks! My thoughts exactly! ;O)
@ Stefan,
Thank you Stephan, glad you like it.
@ James,
...Salem!!!! Why didn't I think of that!?! ...now...how to work that into a name? Salem farm...Salem hay ride!....uncle Salem had a farm... I'll work on it.
Nope, no 12 toed Wyndham girls on this farm...however that gets me thinking about how cool a Cthulhu spin on this setting would be.
Color variation..Check.
Broken Stoney Walls... Check.
And yup, the sound problem is solved and a documented solution will be provided in the content pack.
@ Mark,
No, the buildings in this content pack are all .dts models. I went for model complexity suitable to FPS game formats, but with very simple collision. Most buildings can be have a simple 4 sided box for collision.
I will be working up some DIFF structures via Constructor down the road a bit.
@ Stacey,
Thanks very much Stacey.
08/03/2006 (9:13 am)
@ Martin,Thanks very much! I worry about my sense of "beauty sometimes"
@ Gareth,
Thank you Gareth, I hope you like the finish pack and get a lot of use out of it.
@ Jesse,
Well...among the numerous content packs I "want" to do was a detailed rural farmland. Some of that made it into this pack, in the sense that the setting is rural, so fields, barns, etc. However, I made two building "themes" for lack of a better description...the first being a sort of non modern construction, rough stone, wooden shingles, etc. The second style being old, turn of the century stuff, red bricks, barbwire fences, the windmill you see in the pick.
All of this sort of collided with the "Sleepy Hallow" content pack I started on..among others :P
@ Josh,
Thanks! My thoughts exactly! ;O)
@ Stefan,
Thank you Stephan, glad you like it.
@ James,
...Salem!!!! Why didn't I think of that!?! ...now...how to work that into a name? Salem farm...Salem hay ride!....uncle Salem had a farm... I'll work on it.
Nope, no 12 toed Wyndham girls on this farm...however that gets me thinking about how cool a Cthulhu spin on this setting would be.
Color variation..Check.
Broken Stoney Walls... Check.
And yup, the sound problem is solved and a documented solution will be provided in the content pack.
@ Mark,
No, the buildings in this content pack are all .dts models. I went for model complexity suitable to FPS game formats, but with very simple collision. Most buildings can be have a simple 4 sided box for collision.
I will be working up some DIFF structures via Constructor down the road a bit.
@ Stacey,
Thanks very much Stacey.
#10
08/03/2006 (10:49 am)
Fantastic stuff, Todd. Will you work on Vespers if I say "pretty please"? ;)
#11
08/03/2006 (11:06 am)
Beautiful stuff!
#12
Wow, Thanks! wish I could help on Vespers. As soon as I master time and space...or cloning, you can count me in. Just not enough hours in the day.
@ Tim,
Thanks Tim, sorry to keep you waiting on this stuff. I will have it in your hands ASAP.
08/03/2006 (11:47 am)
@ Rubes, Wow, Thanks! wish I could help on Vespers. As soon as I master time and space...or cloning, you can count me in. Just not enough hours in the day.
@ Tim,
Thanks Tim, sorry to keep you waiting on this stuff. I will have it in your hands ASAP.
#13
08/03/2006 (12:08 pm)
Very nice. Might just work in a mad-max-esque mmorpg too ;-)
#14
08/03/2006 (12:18 pm)
Looks good (bit too hue blue for me, though). You know you can get much more detail than what I'm seeing and performance using dif's instead. Anyways, I bought your other pack and this looks to be just as good. Keep it going:)
#15
08/03/2006 (12:22 pm)
Oh MAN! Do finish this up soon... i could really use some packs like this. It looks amazing too, by the way.
#16
08/03/2006 (1:59 pm)
Looking quite sharp, Todd. :)
#17
Thank you very much guys. That keeps me going...that and several pots of coffee.
@ Eric,
Ya, those shots are pretty blue. But you are seeing them in unfinished environment lighting, and the skybox you see in that shot is from the winter environment of my first content pack. I'll post some new stuff soon. By the way thanks very much for purchasing my first content pack.
08/03/2006 (2:21 pm)
@ Sam, Andrew, and Adam,Thank you very much guys. That keeps me going...that and several pots of coffee.
@ Eric,
Ya, those shots are pretty blue. But you are seeing them in unfinished environment lighting, and the skybox you see in that shot is from the winter environment of my first content pack. I'll post some new stuff soon. By the way thanks very much for purchasing my first content pack.
#18
08/03/2006 (3:14 pm)
Looks nice!
#19
I'll be looking forward to this :)
08/03/2006 (3:51 pm)
Those environmental pieces look perfect for my team's latest project.I'll be looking forward to this :)
#20
08/03/2006 (4:08 pm)
Awesome as always.
Torque Owner Martin Schultz