Is it dead? ...Get an axe!
by Todd Pickens · 09/12/2006 (2:01 am) · 15 comments
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!

About the author
#2
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.. :)
09/12/2006 (2:49 am)
looks awesome.. :)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.. :)
#3
09/12/2006 (3:41 am)
It's a nice pack and all, i just wish i could only buy the parts i need out of the pack. 60 bucks is hard to come by at the time, but if i had it, trust me, i would buy this pack!
#5
Thanks for the great pack! We picked up a commercial license :)
09/12/2006 (4:03 am)
Todd, have you ever been to North Dakota? Man, those shots are like looking out the front porch!Thanks for the great pack! We picked up a commercial license :)
#6
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.
09/12/2006 (4:10 am)
@ Josh,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.
#7
09/12/2006 (6:00 am)
Maybe I am being biased, but the art all fit together very well. There are a lot of goodies aside from the models and sounds that make this pack. I cant wait to see what other ideas you come up with.
#8
09/12/2006 (6:06 am)
Hey Todd, do you think you could make do a city pack?
#9
09/12/2006 (7:58 am)
@ Tom Feni: I agree very much. In fact I think Garage Games should be thanking the content pack developers profusely, since these are sure to have a major impact on the continued success of TGE (and TSE) itself.
#10
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.
09/12/2006 (3:53 pm)
@ Jon,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.
#11
Well, if you ever DO decide to do a dedicated "Sleepy Hollow" pack, I'll be thrilled! In the meantime, this works great :)
09/12/2006 (5:59 pm)
Todd,Well, if you ever DO decide to do a dedicated "Sleepy Hollow" pack, I'll be thrilled! In the meantime, this works great :)
#12
Saw it and bought it right away.
Very nice!
Just one question: The buildings are not enterable?
09/13/2006 (2:22 pm)
Todd,Saw it and bought it right away.
Very nice!
Just one question: The buildings are not enterable?
#13
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.
09/13/2006 (3:29 pm)
@ Holger,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.
#14
I must say, DTS architecture is the win in look and performance. Bring on the polygon soup collision! :)
-Josh Ritter
Prairie Games, Inc
09/13/2006 (6:00 pm)
I just checked out the demo mission! Freaking awesome work!!! I have been looking at TGE for 5 years and have never seen it look this good!I must say, DTS architecture is the win in look and performance. Bring on the polygon soup collision! :)
-Josh Ritter
Prairie Games, Inc
#15
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.
09/13/2006 (7:52 pm)
Josh,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.
Torque Owner Todd Pickens
...fixed.