Game Development Community

Tim Aste Content Packs, Documentation

by dsfsd · in General Discussion · 10/19/2004 (11:43 am) · 13 replies

Hey everyone

Just wanted to drop a note to the forums for people to know, I'm working on improving the readme and documentation for the content packs I released yesterday. I had originally put them together with the advanced developer and had focused more on the source art then the precompiled ones included & and didn't think about how confusing some of the stuff could be to people newer to Torque, so I will write up a quick set-up guide and some more little notes that will helpfully explain some of the packs a bit better.

Also, I had some questions onto why some files were split up into multiple pieces. MAP2DIF has some very outdated limitations on size restrictons, brush counts, and etc and I broke through a lot of those barriers. I had to break down some of the largers pieces such as the castle because they couldn't be done in one single file.

Someone also pointed out a bug with the rocks not having collision meshes (hey it was a lot of stuff!! sometimes it slips under radar) so that will also be in the update. I will get these two updates done this afternoon and pass them onto Rick Overman and he will try to upload as soon as he can. If you want the fixed rocks you will probably have to redownload unfortunately, sorry but there is not easy way to update in the download infrastructure yet. :-(

So in the update:

-Source art for non-broken down objects for non-map2dif users(e.g. the castle in one big map not-broken down into 4 parts)
-Fixed Rock Collision Meshes
-Better Documentation

I will also make the updated documentation available on the forums as soon as it's done.

Also, PLEASE please if you have any confusion with how things work, I can't stress this enough, I would love to answer any emailed questions you have as soon as humanly possible, so feel free to drop me a line.

Thanks
Tim

#1
10/19/2004 (3:35 pm)
Keep up the good work. I purchased the env pack and look forward to putting it in my game projects.
#2
10/19/2004 (5:03 pm)
I downloaded it as well. I went into the building set (Castle, I think) and was going to add a wall (I can't remember the exact one, I was just playing around). The game immediately disconnected me saying I don't have the proper version of the starter.fps content.

Odd.
#3
10/19/2004 (5:16 pm)
Scott: That error is more than likely from not being able to find the textures when trying to add the DIF files to the mision.

Be sure to put your textures in a place where Torque can find them, the best place would be:

.../YourTorqueGame/data/interiors/

And be sure to have your DIF files *IN* that same directory, or within a sub-directory branching out of that directory such as:

../YourTorqueGame/data/interiors/walls/

We actually had small demos set up to demostrate all this stuff but I ripped them out at the last minute to conserve space although now I'm wishing I hadn't. :-(

Either way I am working on new documenation to put up better explaining how to integrate the assets into stock Torque either later tonight or sometime tommorrow.

If you still have problems please use the support link at the product page or email me at tima@garagegames.com and I will get back to you asap.

-Tim
#4
10/19/2004 (5:21 pm)
I knew it was probably me. I'm running on low dosages of sleep and was pretty sure I botched something up.

Save space? C'mon. I downloaded in 8 minutes. Stuff more in!
#5
10/19/2004 (5:29 pm)
Well I'm putting an update up in a day or so with a few fixes for some little nuances people sent me that I overlooked, so I'm tempted to put it back. :-)
#6
10/20/2004 (1:02 pm)
Updated version with fixes & better documentation just sent off for upload a list of changes can be found here:
www.garagegames.com/mg/forums/result.thread.php?qt=22304
#7
10/21/2004 (3:35 pm)
There must still be some problems with ogg and TGE.

When I first tried to run the Rust Town mission the game locks up. I finally figured out it was caused by the dustsound audio profile. If I change that to the .wav version instead of the .ogg one it works fine. The other ogg files are ok tho so I'm not sure what the actual problem is.

nice work btw. I like the pack a lot.
#8
10/21/2004 (7:38 pm)
Sounds like a conversion problem or a problem with that small portion of the zip binary (no CRC check, though?).
#9
10/22/2004 (11:09 pm)
Dave,

Very likely, I will get into that and see what's up.

Glad you pointed that out as well Sabyre, I will make a note of that as well in case I get any emails about it, thanks for the heads up. :)
#10
10/25/2004 (4:04 pm)
We licensed the Combo Pack today and are getting some of the content into "Minions of Mirth"... It's going really well and I am very happy, that's VERY HAPPY with these packs!!!! I can vouch for the cross engine compatibility... We have had excellent results with the Quake3 engine and Tim's artwork using Quark..

Buy this pack, you won't be sorry!

Hm... I should review this product!!!!
#11
10/25/2004 (4:20 pm)
Phew,

Josh that's great news, I haven't had anyone actually try getting these into Torque (that I know of) so to hear that it's going even a little bit smooth is great news!
#12
10/25/2004 (6:13 pm)
I loaded each one into Torque this morning just to test the pre-compiled interiors to play. I haven't loaded anything into QuArK yet to see how you put together things. I'm hoping to get to it sometime this week if I'm not editing every night for our film showcase.

Seeing it in action, though, I can only give kudos. I played with it in the Synapse lighting demo, which was a lot of fun.

When I get my Mac back (it's being used for editing), I'll be integrating it with the sourcebase I have to play even more with the minor changes I've made to the Lighting Pack and Torque.
#13
09/20/2005 (8:37 pm)
Hi Tim,
we had just bought a content which was way cool.I know you must be quite busy but I wondered in which software did you use to make these beautiful models.Your links to the texture is no longer found.If possible could you lend me that and how are the effects made.
Please do let me know the tips and tricks
thanks