Shady Storage Content Pack Volume 1 Teaser
by Will Zettler · 09/20/2010 (12:57 pm) · 1 comments

Welcome again one and all!
Working hard on a few new projects, and model based content packs which is a shift from my Ambient Sounds Collection stuff that everyone knows me under. Well, here is a teaser from my latest content pack, Shady Storage Shed Kit, Volume 1. I'm shooting for the following values in this pack...
- Custom Texture pack: I'm planning on having 10 custom made textures as a base to build from.
- Single and double sheds: Already have 4 single type sheds done as of now from a usual 5x15 to general 15x15 and closet style sheds. I've planned for multi level sheds as well... see below...
- Gated lot with working gate trigger: This is the hardest part for me since I'm not a scripting guy with limited coding experience but hey, I'm sure I'll figure something out on how to pull it off...
- Prebuilt sheds that are stackable: Multi-level sheds are what I wanted in this pack from the beginning. Single levels are good too and are here but my goal was to build a multi-structure from day one. I am working on that part now...
- Stairs for a two level shed: I'm hoping to create a 2 type stair system for the pack, so those who don't like the first type can use the other. I'm even including a working lift system (Elevators) for the pack here as well.
- Includes parking and office: Yes, you read right. I'm building a small office and parking lot for the pack as well to give it some real value and to help sell the fact your at a storage. This is yet to be done but shouldn't take but a few hours to bring about.
- Add-on Texture set free: This is where I'm adding on a few added textures (I think between 5-15) to allow you to change up the feel and look of the place from nice to run down and such.
- Custom sounds of gate opening
- Misc: Lights (two parking types and 2 types on the sheds themselves), security cams (just a box basically, not working or anything, but if I can figure out how to make it work, I might add it in later as a update, any ideas how to do this?), key pad entry (Another idea for later updates, where you enter a code, that you place in script or a text file and it reads from it aloowing or not allowing you access to the shed area, or maybe even have password locked sheds you have to enter the code into.. just a idea that could make a interesting game alone), signs and trash cans included.
$79.95 is what I had in mind but am offering it for $39.95 when it launches. I'm considering putting a complete sample level together in TGE/TGEA when it's ready to sell and release it like that as well as in content form so you can see what I had in mind when I designed it all. Below are some screen shots to tease you with until I get more done.








Supported format types are:
X
B3d
OBJ
3DS
Map
DTS
DAE
MS3D
If there is another format you all think I should include, please let me know and I'll add it in while I'm getting this all together. BTW, The gate shown is actually a straight black, I had to offset the color here to show it off... ETA to complete would be by Halloween, 2010 and I'm going to list it on my site, http://www.myambientworld.com which should also be up and running by the time this is releassed. I'm working hard on both between doing my day job of driving a big rig.
I should release more images and another blog on the pack in the next two weeks or so. Then I will have a better update for you as to how much content is actually in the pack. I'm currently working on moving the test pieces into TGEA for run through tests and trying to get it into T3D as fast as I can but since I have limited experience with T3D, it might take me a little longer to get that pack converted for it... I don't know. I'll have to experiment some with the DAE files and see what happens. Still need to do the material.cs files for the pack here before we move over to the newer stuff...
Next pack after this will be my Ultimate Road Construction Kit Volume 1. The URC Kit has been in the works for about 3-4 years now off and on. I'm hoping to show that off at some point but no ETA on it as of yet. I still am working out problems with it, but the pack will be a complete construction kit to build freeway systems, overpasses, exit ramps and on ramps with complete with support columns and the works... all thats missing is the cars... You bring your own to that party... and yes, it will be T3D ready by the time that one ships...
That's all I have for the teaser for now, I hope you enjoyed the tour of the new pack for what it's worth for right now. I'll bring you up to speed on the pack in a few weeks... remember, the finished pack will have way more in it then what you seen here in these shots. Thanks for reading...
Sincerely,
Will Zettler
dlstorminc@yahoo.com
Indianapolis, IN
Author of: http://www.torquepowered.com/products/ambientsounds The Ambient Sounds Collections here at Torque Powered
About the author
- Ambient sound artist since 2004 - Texture artist since 2001 - Terrain designer since 2006 - Android app design since 2016 - Game design (Sky Fall, A_Clone) 2018

Torque Owner Brian Wilson
The pics you posted looks like random texture selection rather than design. Think about how the textures look in the scene. The roof texture for instance is that of stonework, yet you could never replicate the shape of that roof in the real world using that material. Nor would that material be practical for a roof.
The stucco texture on the walls is an OK texture, but it's way too big. Think about the pockmarks in reference to the whole surface, they would be a much smaller scale than that in th real world. Try halfing or quartering the scale and you'll see what I mean.
Now, the arched support on the single unit+drive port piece. That's some searious load bearing potential there, hehe. That would support tons upon tons of weight, which the roof is not. Also, the brick texture suffers from scaling issues like the stucco. Put yourself in the scene standing next to the brick and you'll see quickly that the bricks are way too big.
Make your structures make sense in the real world and they will make sense in-game.
Your brush design looks very efficient which is a good thing. Everything looks aligned well so your sense of putting the structures together is quite strong. Just remember that to go low poly, more time needs to be spent on the paint on the walls. Low poly is still quite viable in todays market, you've just got to make it look good. Look at some screenshots of World of Warcraft, they have done some very good work with low poly.