Wild West Contructor Kit - WIP
by Red Lion Foundry · 12/17/2007 (10:39 am) · 17 comments
The current state of the Constructor Kit is very much work in progress. The Textures shown are mostly for testing purposes and a lot of new textures are being made from original source and professional artists.
The first set is to include residential buildings and stores, with the more detailed saloons, theatres and banks to follow.
I hope these pics do not offend too much, as they are first revisions only. More information will be posted as soon as possible.
*edited to remove some of the pics to speed up load time*
About the author
#2
Thanks I have removed a couple of the images. Yes they will able be able to be entered and interacted with. With rooms all having door frames confirm to the same size so that the same door models can be used for all buildings. (door styles can change by their texture but keeping all the sizes to confirm helps a lot)
3 window formats will keep the windows to keep to the set range of window styles also.
The bottom picture shows a work in progress of a two level building, as you can see the back wall needs a lot of work =)
12/17/2007 (11:20 am)
Hi Stephan, Thanks I have removed a couple of the images. Yes they will able be able to be entered and interacted with. With rooms all having door frames confirm to the same size so that the same door models can be used for all buildings. (door styles can change by their texture but keeping all the sizes to confirm helps a lot)
3 window formats will keep the windows to keep to the set range of window styles also.
The bottom picture shows a work in progress of a two level building, as you can see the back wall needs a lot of work =)
#3
12/17/2007 (1:35 pm)
Yee-har! Looks promising - do you guys want some gunslingers to go with it? I wouldn't mind making some.
#4
12/18/2007 (2:22 am)
Definately interested, Thanks =) The orc does look a bit odd running around the old west.
#5
12/18/2007 (7:34 am)
Cool - a holiday project - I'll keep you posted
#6
/me readies some space in the model library and shakes his paypal card in the holster.
12/20/2007 (9:13 am)
Yeah Andy!! You can do it!/me readies some space in the model library and shakes his paypal card in the holster.
#7
12/20/2007 (3:41 pm)
Way ahead of ya parnda' Initial concept sketches done. I'll start blogging about it (and stop hijacking this thread) when I have the concept sketches in a final state.
#8
Just to drop some update news. Currently optimising the front faces of the buildings and the interiors. And testing for TGEA as well as TGE.
Having a lot of fun building boarding houses and stores. I am thinking of having the signs as DTS objects so that they can be mixed and matched by the users. That way if you feel that a building would be better used as a mercantile store than a postal office then its your call.
12/27/2007 (3:58 am)
Merry Christmas to everyone.Just to drop some update news. Currently optimising the front faces of the buildings and the interiors. And testing for TGEA as well as TGE.
Having a lot of fun building boarding houses and stores. I am thinking of having the signs as DTS objects so that they can be mixed and matched by the users. That way if you feel that a building would be better used as a mercantile store than a postal office then its your call.
#9
Just to let you know we are still alive, here are few more screenshots of a small store. Many of the textures are still place holders and will be changed.
01/05/2008 (9:55 am)
Just to let you know we are still alive, here are few more screenshots of a small store. Many of the textures are still place holders and will be changed.
#10
while still working on textures, this is just to show some of the variations of the single storey double size store. Very Very Very Work In Progress hehe
01/11/2008 (1:27 pm)
while still working on textures, this is just to show some of the variations of the single storey double size store. Very Very Very Work In Progress hehe
#11
Looking good. Keep an eye on the thin rails on the one construction, occasionally I've have some funky relighting issues on tight runs of rails similar to those. Otherwise looks great.
If I were going to offer any suggestions or if I were working on this what I'd probably do would be to go ahead and do the entire "Wild West Pack", with hitching posts, water troughs, rain barrels, a few tumbleweeds and dead grass, etc.
Also I'd include an ambient audio track or two (rainy day and wind in deserted ghost town for example...if you'd like I have a commercial license to Atmosphere Deluxe and I'd gladly make you a couple), maybe some "Wanted" poster decals, various signs that can be interchanged on the signs of the buildings (i.e., the "Red Eye Saloon", etc.). And maybe a couple skyboxes with a western sunset, an overcast day, a moonlit night. Oh, and one of those "Welcome to Tumbleweed Gulch, population 47" or the like arches just to top it off.
But hey, it's your baby and so far it looks like you've got it well in hand.
- Alan
01/24/2008 (4:31 pm)
@Tony,Looking good. Keep an eye on the thin rails on the one construction, occasionally I've have some funky relighting issues on tight runs of rails similar to those. Otherwise looks great.
If I were going to offer any suggestions or if I were working on this what I'd probably do would be to go ahead and do the entire "Wild West Pack", with hitching posts, water troughs, rain barrels, a few tumbleweeds and dead grass, etc.
Also I'd include an ambient audio track or two (rainy day and wind in deserted ghost town for example...if you'd like I have a commercial license to Atmosphere Deluxe and I'd gladly make you a couple), maybe some "Wanted" poster decals, various signs that can be interchanged on the signs of the buildings (i.e., the "Red Eye Saloon", etc.). And maybe a couple skyboxes with a western sunset, an overcast day, a moonlit night. Oh, and one of those "Welcome to Tumbleweed Gulch, population 47" or the like arches just to top it off.
But hey, it's your baby and so far it looks like you've got it well in hand.
- Alan
#12
This segmentation is easy to check. In Constructor select Scene->Generate Export Preview (ALT + P) then change one of you viewports shading to Export . You will soon find out if brushes cause other brushes to segment too much and is often the cause of many loading problems.
01/25/2008 (1:07 am)
I had issues with rails too. Make them detail brushes and they wont segment the brushes they touch.This segmentation is easy to check. In Constructor select Scene->Generate Export Preview (ALT + P) then change one of you viewports shading to Export . You will soon find out if brushes cause other brushes to segment too much and is often the cause of many loading problems.
#13
=) would definitely love the audio stuff.
Currently the major problem is being the portals. So reworking the models making the walls thicker which is also giving me another chance to rework all the parts that needed optimizing and wasted boxes. That object with the tattered white backboard was going to have interchangeable textures for Store names. Had them originally on the wood, but didnt like how they looked and became a right pain also.
Also maybe some dangling down signs.
I made the outhouse, had a great time playing with that. and making the small church at the moment. The church was largely inspired by the church from Call of Juarez. Was very small and simple and how a small little Western wilderness or mining town would have it.
but i think they deserve their own blog.
I dont know how the whole blogging thing works really. So once this latest revision of the 1 storey double doored building is complete. Will get a new TADA blog. =)
01/25/2008 (11:40 am)
thank guys=) would definitely love the audio stuff.
Currently the major problem is being the portals. So reworking the models making the walls thicker which is also giving me another chance to rework all the parts that needed optimizing and wasted boxes. That object with the tattered white backboard was going to have interchangeable textures for Store names. Had them originally on the wood, but didnt like how they looked and became a right pain also.
Also maybe some dangling down signs.
I made the outhouse, had a great time playing with that. and making the small church at the moment. The church was largely inspired by the church from Call of Juarez. Was very small and simple and how a small little Western wilderness or mining town would have it.
but i think they deserve their own blog.
I dont know how the whole blogging thing works really. So once this latest revision of the 1 storey double doored building is complete. Will get a new TADA blog. =)
#14
02/29/2008 (6:36 am)
Is this still in the works, or perhaps released? I'm looking to get my filthy hands on Western content packs.
#15
Will be posting new screen shots very soon =)
03/03/2008 (1:57 pm)
Hi, Yep its still in the works. Not yet released. I was not very happy with the textures and some of the models, so went back to the drawing board and rebuilt many of the buildings optimising the polycount and hopefully making them perform better in Torque. Will be posting new screen shots very soon =)
#16
03/04/2008 (5:04 am)
Thanks, I'll eagerly await its release.
#17
To let you know the current update:
http://img179.imageshack.us/my.php?image=snapshotng2.jpg
I will be posting a blog on it very soon, thanks for all your help and advice.
03/16/2008 (1:23 pm)
Hi Everyone,To let you know the current update:
http://img179.imageshack.us/my.php?image=snapshotng2.jpg
I will be posting a blog on it very soon, thanks for all your help and advice.

Torque Owner Stephan - viKKing - Bondier
Some pictures are redundant and were not required.
Can the buildings be visited?