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Bunkers & Barricades nearly complete Monday Release...?

by Alan James · 09/26/2010 (3:42 am) · 28 comments

UPDATE! Bunkers & Barricades WW2 Content Pack Released!


Hey Everyone!

So this wasn't really one of those planned pack projects, it just kind of came together out of stuff that I'd previously been working on (Code Name: Monster Island assets and such). And since I've had a couple folks express interest in this type of asset pack, I figured I'd consolidate it together and update it with some new models.

There are approximately 200 models (not counting 38 propaganda posters) which include a half a dozen small buildings, about a dozen pillboxes, a couple of aircraft revetments, ammo containers, bunkers, trench pieces, barracks, barbed wire barricades, beach barricades, broken cobble roads, fixed turrets, guard gates, guard tower, guard fences, office desks, radios, shelves, sandbags and sea mines. There are some crates, barrels and fences that are kind of a overflow from other packs, but I figured if you hadn't ended up with them from a previous pack, you'd have them now.

Once this is pretty much out of the way, I'll be re-visiting the Downtown District & Warehouse District, which I believe will eventually merge with a final 3.0 update for T3D. This pack has been primarily tested in T3D 1.0, but I'll give it a once over in T3D B3, just to make sure there is nothing too weird going on. Probably won't be releasing a demo level version, it's usually just confusing at my site when you go to get the download from your account anyway.


Here are a few new screenshots using the Bunkers & Barricades WW2 Content Pack models dropped into a T3D 1.0 Demo level. All the manmade models and cliffs are included, the skyboxes, terrain textures, rocks and vegetation aren't...but you all have either the Sticks & Twigs Pack or the Flower Power Pack anyway, right?:



www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_015-00012s.png

www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_015-00013s.png

www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_016-00004s.png

www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_016-00010s.png

www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_016-00013s.png

www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_017-00004s.png

www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_017-00031s.png

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www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_018-00011s.png

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www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_012-00004s.png

www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/Image22s.png

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www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/Image7s.png



Thanks for checking the plan out. I'll have more info up probably late Sunday Night about the Pack on www.monsterpacks.com. I'm thinking 33% off for the first couple of weeks so keep an eye out for the promo!

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#21
09/29/2010 (3:05 am)
As alway, phenomenal. great work Alan!
#22
10/01/2010 (8:30 pm)
monsterpacks.com and RRGTS are just an amazing resource for Torque developers.

I have the Corridors & Conduits Sci-Fi pack and it's just unbelievable how much content you get for such a low fee.

Not to mention, Alan James is a really cool and accommodating vendor.

Good guy...good products. Buy his stuff!
#23
10/04/2010 (2:09 pm)
Looks really solid Alan, I especially like this screenshot:

http://www.monsterpacks.com/contentpacks/bunkers_barricades/PromoShotsNEW/screenshot_018-00011.png
#24
10/04/2010 (3:39 pm)
Thanks again guys for the great comments!
...slips Ron B. a $20 under the table... - just kidding!=) very kind words...thanks!

Hope to see bits and pieces utilized all over the place as projects move ahead!

Now back to work for me... I've got a *BIG* Downtown District update to get complete...
#25
10/11/2010 (5:05 pm)
Picked up the pack last night..
Not had a chance to check all the models, but just wondering..

What scale were they done to?

Using the default player size in T3D... many of the models I checked are too big and theres a few that are too small?
#26
10/11/2010 (5:32 pm)
@Joseph,

Should be based around the BoomBot model. (Used it since there was some distribution license issues with the Gideon model, and have kind of stuck with it when I've built demo levels.)

There shouldn't be any *too* significant scale variations, although the fence, guard gates and such are intended to be rather tall. Have generally tried to keep the scale within a 10-20% variance, and have just figured that the scale would have to be adjusted a little relative to custom player models anyway. (And relative to personal visual aesthetics -- barrel scale for example, what looks appropriate in first person doesn't always look quite right in third, so it comes down to a personal call on which you'd go with).

I'm actually right in the middle of a small update making the pack backwards compatible with TGE, so I'll take a glance at the scale as I go and if I come across something way out there, adjust accordingly (probably won't do a whole lot, since folks who have adjusted according to their requirements might be hosed.)

I had forgotten that TGE requires explicit transparency definition and I'm also removing the mipmapping from the barbed wire texture since it seems to make it a little wonky at a distance, i.e. blury, disappearing and in some cases the model edge becomes visible.

#27
10/12/2010 (2:16 am)
Posted a minor update on www.monsterpacks.com.

The point update addresses a few scaling issues with the guard walkways and texture alignment issues that I'd missed on a few of the other models.

It also includes re-exported transparent models that now should work through all three flavors of Torque Powered Engines (TGE, TGEA, & T3D). Along with modified collision meshes on the coiled barbed wire models that should block player movement but allow a degree of projectile passage through.

Only the guard walkway models will affect any previous placement/scaling at this point. I'd still recommend the update since it fixes some miss-rotated textures on some of the same models.

I didn't roll it into the main download, so that you'd only have to drop it into your working build and you'd be good to go.

Thanks Again Everyone! And as I notice anything else down the road I'll collect the updates and roll them into a 1.1 update at some point.
#28
10/13/2010 (12:43 am)

Update...of the Update...as if that even makes any sense...


So Joseph, was it the guard gates that were tiny that you saw or something else...I'm not sure how I could have missed that since I'd put together a entire prision camp and thought I'd tried each of the different gates...oh well, they're fixed now.

Horst Schumann help me track down some of the issues with TGE, thanks! Mostly transparency export issues, but there were a few other things as well...

So at this point I think most everything should be all updated. 95-98% of the models should be working in TGE. There are some that are .DIF only for TGE, it's just a collision mesh issue...never thought I'd be so happy with polysoup collision...

Keep the things you notice coming, with this many models, until a bunch of eyes other than my two are on them, there is going to be stuff that I miss, it's just the whole one person only looking at something from one angle kind of issue...

Thanks again everyone...the Updated Update should be uploaded for your downloading pleasure...

I'm going to go watch the X-Files...
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