Remake, Reboot, ReImagining or just a lot of Updates
by Alan James · 09/22/2009 (1:22 am) · 38 comments
Hi Everyone!
I decided to go ahead and post a bunch of screens of what I've been working on over the last several weeks. I know in the last post I was aiming for a mid to late September release of the Sticks & Twigs Update for T3D but as usual I became a little sidetracked.
I've started the chore of updating/remaking/rebooting/reimagining the Downtown District Pack which will draw along with it the Warehouse District. I've decided and began the work on bringing interiors to the bulk of both of those packs, which I think will be a welcomed addition. I'm trying my best to keep the model footprint the same, so it won't be a problem for work that folks have begun/are working on currently. Some will require some adjustment to get a decent size interior/stairwells, etc. but I think the advantages well out weigh the disadvantages.
Along with these updates, the original Alley Ambiance Pack is becoming the Game Basics Monster Pack. It will include nearly all updated models along with new signs, assets and just whole lot of stuff that I'll go into more detail at a later date, but you'll note quite a bit of the content assets in the screens below.
The actual update for the Sticks & Twigs Pack is basically complete regarding over-all missions, now it's just going back through fleshing out a few things here and there, dropping in multiple spawn points, making sure all the assets are LOD'd and then stripping it all down to a manageable size to distribute (both asset only file and demo missions).
Oh, and sorry I didn't warn anyone about the post being "image heavy" but you just have to expect that from one of my posts (and a few folks made the mistake of encouraging me!)
So here are the screens that represent differing aspects of all of the previously mentioned updates:




















Here is the beginning work on the updated "Downtown District for T3D", most of which will be back ported into TGE/TGEA versions also. Wider sidewalks, roadways, parking spots, updated buildings (nearly complete reworks), interiors, transparent windows, more than likely scripted doors, etc.


Here is a combination of the "Downtown District Pack" Updates along with a little bit of the updated assets for the "Game Basics Monster Pack".























Ok, so if you made it this far, congratulations! Again, I can't give any solid ETAs on this, since I'm also beginning the DTS/Collada conversions of the Sci Fi Construction Kit along with some additional assets for that pack, since I need to put a bullet in it's EA status some time...just keep an eye out here on the blog pages, I'm sure I'll let you all know as things progress!
Alan
I decided to go ahead and post a bunch of screens of what I've been working on over the last several weeks. I know in the last post I was aiming for a mid to late September release of the Sticks & Twigs Update for T3D but as usual I became a little sidetracked.
I've started the chore of updating/remaking/rebooting/reimagining the Downtown District Pack which will draw along with it the Warehouse District. I've decided and began the work on bringing interiors to the bulk of both of those packs, which I think will be a welcomed addition. I'm trying my best to keep the model footprint the same, so it won't be a problem for work that folks have begun/are working on currently. Some will require some adjustment to get a decent size interior/stairwells, etc. but I think the advantages well out weigh the disadvantages.
Along with these updates, the original Alley Ambiance Pack is becoming the Game Basics Monster Pack. It will include nearly all updated models along with new signs, assets and just whole lot of stuff that I'll go into more detail at a later date, but you'll note quite a bit of the content assets in the screens below.
The actual update for the Sticks & Twigs Pack is basically complete regarding over-all missions, now it's just going back through fleshing out a few things here and there, dropping in multiple spawn points, making sure all the assets are LOD'd and then stripping it all down to a manageable size to distribute (both asset only file and demo missions).
Oh, and sorry I didn't warn anyone about the post being "image heavy" but you just have to expect that from one of my posts (and a few folks made the mistake of encouraging me!)
So here are the screens that represent differing aspects of all of the previously mentioned updates:
Here is the beginning work on the updated "Downtown District for T3D", most of which will be back ported into TGE/TGEA versions also. Wider sidewalks, roadways, parking spots, updated buildings (nearly complete reworks), interiors, transparent windows, more than likely scripted doors, etc.
Here is a combination of the "Downtown District Pack" Updates along with a little bit of the updated assets for the "Game Basics Monster Pack".
Ok, so if you made it this far, congratulations! Again, I can't give any solid ETAs on this, since I'm also beginning the DTS/Collada conversions of the Sci Fi Construction Kit along with some additional assets for that pack, since I need to put a bullet in it's EA status some time...just keep an eye out here on the blog pages, I'm sure I'll let you all know as things progress!
Alan
About the author
#22
@Josh E.
That's probably a good idea. I say probably because the tools that I use are simple and that's not a problem (Silo 2, Lightray3D, Ultimate Unwrap, Milkshape, 3D World Studio & Constructor) but my personal art workflow might not be the most constructive to the aspiring artist since it's probably either a)convoluted b)filled with a lot of bad habits. I'll still more than likely go ahead and post a plan in the near future about the way I get to the end, but the path there might make a lot of you go, "How can he possibly end up with anything with those techniques!" =)
@Edward
Yes, that's actually a very good idea. Up to lately my strengths have definitely not been in mesh work at all.(Not that it's that great right now, but I'm getting better, specifically in the area of UV mapping). I definitely will look at vehicles along with the other necessary content to flesh out levels.
@Richard H.
No, you won't need to buy it again, and the T3D version will come with the other versions. So if you've purchased it once, you have updates forever for a specific pack. That includes those of you who have picked up the "Alley Ambiance Pack" that is becoming the "Game Basics Monster Pack" -- Although the price of that specific pack will probably fall in line with the "Downtown District" and "Warehouse Packs".
It's one of the things that I commited to from the start with all my packs...updates for the life of the product. I think, as I've mentioned before, knowing that the developer of a product is interested in maintaining and possibly improving that product adds additional value.
@James B.
I know it at least it breaks my previous record:
www.garagegames.com/community/blogs/view/11026
So in fact you may be right! =)
09/22/2009 (12:27 pm)
Hey everyone, you were all busy while I was asleep! So thanks for all the great feedback and I'll try and answer all the questions.@Josh E.
That's probably a good idea. I say probably because the tools that I use are simple and that's not a problem (Silo 2, Lightray3D, Ultimate Unwrap, Milkshape, 3D World Studio & Constructor) but my personal art workflow might not be the most constructive to the aspiring artist since it's probably either a)convoluted b)filled with a lot of bad habits. I'll still more than likely go ahead and post a plan in the near future about the way I get to the end, but the path there might make a lot of you go, "How can he possibly end up with anything with those techniques!" =)
@Edward
Yes, that's actually a very good idea. Up to lately my strengths have definitely not been in mesh work at all.(Not that it's that great right now, but I'm getting better, specifically in the area of UV mapping). I definitely will look at vehicles along with the other necessary content to flesh out levels.
@Richard H.
No, you won't need to buy it again, and the T3D version will come with the other versions. So if you've purchased it once, you have updates forever for a specific pack. That includes those of you who have picked up the "Alley Ambiance Pack" that is becoming the "Game Basics Monster Pack" -- Although the price of that specific pack will probably fall in line with the "Downtown District" and "Warehouse Packs".
It's one of the things that I commited to from the start with all my packs...updates for the life of the product. I think, as I've mentioned before, knowing that the developer of a product is interested in maintaining and possibly improving that product adds additional value.
@James B.
I know it at least it breaks my previous record:
www.garagegames.com/community/blogs/view/11026
So in fact you may be right! =)
#23
09/22/2009 (12:59 pm)
dam!, these look very good! ;D
#24
09/22/2009 (3:18 pm)
Yeah I certainly would love to hear more about the workflow you use, it would be a helpful addition for anyone trying to create artwork even half as impressive as this.
#25
Is it real or is it Alan James? :p
09/22/2009 (3:20 pm)
This reminds me of the old commercial, "Is it real or is it Memorex?"Is it real or is it Alan James? :p
#26
You are missing the most important part of your worflow: the talented guy in front of the computer. =)
09/22/2009 (4:28 pm)
Wow Alan, wow.You are missing the most important part of your worflow: the talented guy in front of the computer. =)
#28
09/22/2009 (10:45 pm)
Awesome, I'm glad you have decided to update the pack, As an owner of the ComboPack any added content is extremely welcome.
#29
09/22/2009 (11:52 pm)
WOW, Amazing, did you model & texture everything yourself? or do you have a team working on it?
#30
@Andy R.
As I mentioned, when you actually see the process you might be scratching your head saying..."Is that really how it's supposed to be done?" and your doubts will probably be well founded. Nonetheless, I'll try soon to put a nice resource/plan together showing at least what I do.
Really the folks that ought to be laying it out guides are the likes of Todd Pickens, Tim Aste, Ando and Apparatus(before he moved on). They're the ones I look up to and try and emulate...and they probably actually do things the correct way. =P
@Thanhda Tie,
Just me...I don't have a lot of free time. =)
09/23/2009 (12:29 am)
@Everyone, again thanks.@Andy R.
As I mentioned, when you actually see the process you might be scratching your head saying..."Is that really how it's supposed to be done?" and your doubts will probably be well founded. Nonetheless, I'll try soon to put a nice resource/plan together showing at least what I do.
Really the folks that ought to be laying it out guides are the likes of Todd Pickens, Tim Aste, Ando and Apparatus(before he moved on). They're the ones I look up to and try and emulate...and they probably actually do things the correct way. =P
@Thanhda Tie,
Just me...I don't have a lot of free time. =)
#31
09/23/2009 (3:01 am)
@Alan, all I can say is Wow, they look fantastic!
#32
I'm already MORE than excited for all of these great looking packs.
09/23/2009 (4:25 pm)
All this looks great as always Alan. Thanks for all your hard work and dedication - that's definitely one of the reasons that I continue to purchase your model packs. The lifetime updates thing is amazing. You truly go above and beyond for us, sir. Thanks again :) Can't wait to see the updated versions in their entirety.I'm already MORE than excited for all of these great looking packs.
#33
Here's a first draft of an ambulance I knocked out last night, you thinking of something like this?:
09/24/2009 (1:15 am)
@EdwardHere's a first draft of an ambulance I knocked out last night, you thinking of something like this?:
#34
09/24/2009 (1:35 am)
Hail to the king baby!
#35
09/24/2009 (3:47 pm)
@Alan - Keep them coming, this is some amazing work
#36
is there any guess how long it will take until the T3D version will be released? A colleague of mine already plays around with T3D and the TGEA version of the art pack. Looks mostly great, but e.g. shadows seem to be a problem partially ...
09/28/2009 (5:13 am)
Hi Alan,is there any guess how long it will take until the T3D version will be released? A colleague of mine already plays around with T3D and the TGEA version of the art pack. Looks mostly great, but e.g. shadows seem to be a problem partially ...
#37
When you say shadows seem to be a problem could you describe that a little more? If it's just missing leaf shadows for example, here is the latest materials.cs script that should cover 99% of all the transparent .pngs (that cause the leaf shadows not to render if not in place).
www.monsterpacks.com/contentpacks/sticks&twigs/T3D_MaterialsScript_092809.zi...
If it's not that in particular please elaborate so I can make sure I've got it covered.
Regarding the release date, nothing solid at all, hopefully soon (a couple weeks?).
09/28/2009 (11:37 am)
Hey Tobias,When you say shadows seem to be a problem could you describe that a little more? If it's just missing leaf shadows for example, here is the latest materials.cs script that should cover 99% of all the transparent .pngs (that cause the leaf shadows not to render if not in place).
www.monsterpacks.com/contentpacks/sticks&twigs/T3D_MaterialsScript_092809.zi...
If it's not that in particular please elaborate so I can make sure I've got it covered.
Regarding the release date, nothing solid at all, hopefully soon (a couple weeks?).
#38
09/29/2009 (6:47 am)
Thanks; I will ask him to test the new file... 
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