Buildings in the Big City #1 update, plus others (added)
by Jules · 09/05/2010 (1:59 pm) · 3 comments
Lots going on right now, but just enough time for a few updates on what I'm working on at the moment...
Buildings in the Big City #1
The last building from Buildings in the Big City #1 - this will be available in a content art pack from my website next week and in the available formats (dae, dif, dts with collision and without, map, ms3d and obj) - I'll let you know when it's up! It will contain 10 buildings with paths and roads as a mini-building pack that will form part of a series of Building Packs to create a Big City (order this one within a month of its availability and you'll get a 50% discount on your next Buildings in the Big City pack) via your own personal discount coupon :) The next one will be out in October and will be completely different to this pack.

Once this pack is out the door, I'll be working on some other building art packs (low and high poly), starting with Sci-Fi Buildings #1. A work in progress (entrance section) shot below:

This pack will feature non damaged and damaged sections, interiors and exteriors to create prefab stackable sections and some special features. In the next Sci-Fi Buildings blog I'll start to show the sections created so far with textures, and placing these buildings in an environment setting within Torque 3D that will also be bundled with the pack.
Also a quick mention before I forget, those of you who purchased the City of Stone pack I created well over a year ago - I'll be updating it to Torque 3D soon with a re-release and some bonus additions, it will be a free update for original purchasers! You can see a video of the TGE version below, with a list of what is available in the pack here (without bonus additions) - screenshot heavy.
Survival Strike - Multi-player benchmark testing - using Torque 1.1 B2
I'm looking to do some multi-player benchmark testing on one of the Survival Strike zones towards the end of this week (non AI and AI), along with a seperate basic map with hardly anything in it for comparison - each of the tests will have a generic hud and one weapon with lots of ammo. We should then see how many players we can get into Torque 3D on a dedicated dynamic cloud server (up to 4 processors/15 gig ram) server based in Europe. If you are interested in taking part in this Multi-player test - drop me an email via my website contact page with your machine (processor, memory, graphics card, adls/dsl/leased line connection speed). I'll then get back to you with some time zones for testing once we have enough people and there will be several opportunities to test if you miss out on the first one. The results will then be shared between those taking part and followed up by a blog. Since the artwork pipeline and functionality in Torque 3D is much better, it will be interesting to see how many players you can get in each server instance, but like any game it all depends on numerous factors. I'm looking forward to the results on this as it will also help me to determine whether or not the artwork needs to be optimised further before proceeding with the final Survival Strike updates that will bring the game itself out of BETA in the following months ahead. This should then fall in line with the final release of Torque 3D 1.1 with middleware catching up shortly after.
Asset Manager v2 - Keep track of Artwork, Code and Licences
Asset Manager v2 should also be available by the end of this week also with a live demo for you to try out. Asset Manager v2 is web based collaboration tool for keeping track of your artwork, code and licences. It also updates everyone who is involved in your project when new assets have been added or changes to existing ones. It will also help you to avoid the pitfalls of breaking EULAs by keeping them all in one place. Asset Manager can also save you time and money by logging what you have and do not have with full searching functionality.
Enjoy! That's it for now, thanks for following my blogs.
Buildings in the Big City #1
The last building from Buildings in the Big City #1 - this will be available in a content art pack from my website next week and in the available formats (dae, dif, dts with collision and without, map, ms3d and obj) - I'll let you know when it's up! It will contain 10 buildings with paths and roads as a mini-building pack that will form part of a series of Building Packs to create a Big City (order this one within a month of its availability and you'll get a 50% discount on your next Buildings in the Big City pack) via your own personal discount coupon :) The next one will be out in October and will be completely different to this pack.

Once this pack is out the door, I'll be working on some other building art packs (low and high poly), starting with Sci-Fi Buildings #1. A work in progress (entrance section) shot below:

This pack will feature non damaged and damaged sections, interiors and exteriors to create prefab stackable sections and some special features. In the next Sci-Fi Buildings blog I'll start to show the sections created so far with textures, and placing these buildings in an environment setting within Torque 3D that will also be bundled with the pack.
Also a quick mention before I forget, those of you who purchased the City of Stone pack I created well over a year ago - I'll be updating it to Torque 3D soon with a re-release and some bonus additions, it will be a free update for original purchasers! You can see a video of the TGE version below, with a list of what is available in the pack here (without bonus additions) - screenshot heavy.
Survival Strike - Multi-player benchmark testing - using Torque 1.1 B2
I'm looking to do some multi-player benchmark testing on one of the Survival Strike zones towards the end of this week (non AI and AI), along with a seperate basic map with hardly anything in it for comparison - each of the tests will have a generic hud and one weapon with lots of ammo. We should then see how many players we can get into Torque 3D on a dedicated dynamic cloud server (up to 4 processors/15 gig ram) server based in Europe. If you are interested in taking part in this Multi-player test - drop me an email via my website contact page with your machine (processor, memory, graphics card, adls/dsl/leased line connection speed). I'll then get back to you with some time zones for testing once we have enough people and there will be several opportunities to test if you miss out on the first one. The results will then be shared between those taking part and followed up by a blog. Since the artwork pipeline and functionality in Torque 3D is much better, it will be interesting to see how many players you can get in each server instance, but like any game it all depends on numerous factors. I'm looking forward to the results on this as it will also help me to determine whether or not the artwork needs to be optimised further before proceeding with the final Survival Strike updates that will bring the game itself out of BETA in the following months ahead. This should then fall in line with the final release of Torque 3D 1.1 with middleware catching up shortly after.
Asset Manager v2 - Keep track of Artwork, Code and Licences
Asset Manager v2 should also be available by the end of this week also with a live demo for you to try out. Asset Manager v2 is web based collaboration tool for keeping track of your artwork, code and licences. It also updates everyone who is involved in your project when new assets have been added or changes to existing ones. It will also help you to avoid the pitfalls of breaking EULAs by keeping them all in one place. Asset Manager can also save you time and money by logging what you have and do not have with full searching functionality.
Enjoy! That's it for now, thanks for following my blogs.

Associate Steve Acaster
[YorkshireRifles.com]
;)