Frogames Dungeon Pack Discussions
by Canon · in General Discussion · 01/31/2006 (6:40 am) · 26 replies
We are very proud to announce our first product : the Dungeon Pack.
ATTENTION, THIS IS A SOFT LAUNCH! for more info, go to the bottom of this announcement.

The Dungeon Pack allow you to create simple or complex dungeons. You will find all what you need in the pack to populate your levels : corridors, crossings, rooms, torchs, archs, plateforms, walls ... and a demo mission!
What's in the Dungeon Pack? :
- 20 static and animated shapes
- 27 Interiors
- 45 textures
- 1 foliage texture
- 4 particles effects
- 4 grounds textures
- 1 skybox with clouds
- 1 lava and 1 water texture
- 1 demo mission
The Dungeon Pack contains source files for shapes and interiors, Textures templates, Precompiled TGE files and TGE scripts!
For more info click here!
Soft launch
This is a soft launch, and that means :
- The content pack and all the related documents may change in the next weeks, depending on the custommers feedback.
- We just announce the Dungeon Pack here.
- At the moment, we only use Paypal for payments. More shopping options in a few weeks.
Thank you!
Christophe
ATTENTION, THIS IS A SOFT LAUNCH! for more info, go to the bottom of this announcement.

The Dungeon Pack allow you to create simple or complex dungeons. You will find all what you need in the pack to populate your levels : corridors, crossings, rooms, torchs, archs, plateforms, walls ... and a demo mission!
What's in the Dungeon Pack? :
- 20 static and animated shapes
- 27 Interiors
- 45 textures
- 1 foliage texture
- 4 particles effects
- 4 grounds textures
- 1 skybox with clouds
- 1 lava and 1 water texture
- 1 demo mission
The Dungeon Pack contains source files for shapes and interiors, Textures templates, Precompiled TGE files and TGE scripts!
For more info click here!
Soft launch
This is a soft launch, and that means :
- The content pack and all the related documents may change in the next weeks, depending on the custommers feedback.
- We just announce the Dungeon Pack here.
- At the moment, we only use Paypal for payments. More shopping options in a few weeks.
Thank you!
Christophe
About the author
#2
01/31/2006 (7:27 am)
I just picked it up, though I'm not sure when I'll get time until saturday afternoon since we have a film festival (wed/thur) and are opening our play (fri/sat). UGH! Why do you tempt me so?
#3
01/31/2006 (8:55 am)
Wow the complex dungeon is really complex. And the art style reminds me of windwaker (good thing).
#4
01/31/2006 (9:28 am)
That's really great work. Congatulations. Could there be any chance of getting source files in Milkshape format? Or Blender format for us Mac users?
#5
01/31/2006 (9:41 am)
It includes the 3DS files so you can use MS or Blender or LW, etc.
#6
Fantastic stuff Chris!
Congratulations on getting it done.
Your art has me itching to do some cartoony style stuff now, but you have set the bar awful high!
01/31/2006 (9:43 am)
WOW!Fantastic stuff Chris!
Congratulations on getting it done.
Your art has me itching to do some cartoony style stuff now, but you have set the bar awful high!
#7
Buying it right now.
I did notice that the address when creating my user account does not have a field for the state. It doesn't really matter since I assume everything will be download, but it is something your US customers expect to see.
@Rob I'm pretty sure Blender can open the 3ds files. I don't know about qkm, but if I recall QuArK is open source, so somebody can just write an importer, right? (doh! not it!)
01/31/2006 (9:53 am)
WooHoo!Buying it right now.
I did notice that the address when creating my user account does not have a field for the state. It doesn't really matter since I assume everything will be download, but it is something your US customers expect to see.
@Rob I'm pretty sure Blender can open the 3ds files. I don't know about qkm, but if I recall QuArK is open source, so somebody can just write an importer, right? (doh! not it!)
#8
01/31/2006 (10:12 am)
Nice website too :)
#9
01/31/2006 (10:23 am)
You also get the .map files so that you can use whatever interior editor you wish (3DWS, Constructor--for those lucky alpha testers, Hammer, Quark, etc).
#10
Thank you for the nice comments :)
So, as David said, the pack contains 3ds files and universal .map files.
But we are here to discuss about that. For instance, if Native Milkshape files are important, it can be include in the pack.
So feel free to ask!
Christophe
01/31/2006 (10:30 am)
Hi all!Thank you for the nice comments :)
So, as David said, the pack contains 3ds files and universal .map files.
But we are here to discuss about that. For instance, if Native Milkshape files are important, it can be include in the pack.
So feel free to ask!
Christophe
#11
01/31/2006 (10:50 am)
Are the DTS's animated within Max or in script (I haven't had more than a sneak-peek here at work today)? That could be something that native format (or something like FBX?) files could help with.
#12
Excellent and Congratulations! I really like the look and feel of your work. This pack (and hopefully the RTS pack) look like a good match for a game idea I have had sitting on the shelf for some time (in need of the right art theme). First things first of course, but I am about ready to burst from waiting so long to work on it.
All,
In addition to considering his content packs, you should consider his services too.
Christophe did the final art for the Alpha version of the game (Maze Runner) you (optionally) build while reading my guide "The Game Programmer's Guide to Torque".
He was responsive and a pleasure to work with. I am very satisfied with the end results.
Hall Of Worlds - For Gamers
EdM|EGTGE
01/31/2006 (11:23 am)
Christophe,Excellent and Congratulations! I really like the look and feel of your work. This pack (and hopefully the RTS pack) look like a good match for a game idea I have had sitting on the shelf for some time (in need of the right art theme). First things first of course, but I am about ready to burst from waiting so long to work on it.
All,
In addition to considering his content packs, you should consider his services too.
Christophe did the final art for the Alpha version of the game (Maze Runner) you (optionally) build while reading my guide "The Game Programmer's Guide to Torque".
He was responsive and a pleasure to work with. I am very satisfied with the end results.
Hall Of Worlds - For GamersEdM|EGTGE
#13
@David
Shapes are animated in 3DS, just because :
- i'm not a programmer :)
- I think it's not a good idea to animate shapes in scripts, because that would reduce the use of the pack to the TGE, and the work of the level designers will probably be more complicated.
Christophe
01/31/2006 (11:39 am)
Thank you Ed, I'm sure "The Game Programmer's Guide to Torque" will be a hit! (I will be one of your first buyers).@David
Shapes are animated in 3DS, just because :
- i'm not a programmer :)
- I think it's not a good idea to animate shapes in scripts, because that would reduce the use of the pack to the TGE, and the work of the level designers will probably be more complicated.
Christophe
#14
I just got to play a bit more on my lunch break. I love the more complex dungeon up on the hill as well as some of the details you've added around the island. I did notice that I started from way up in the air and feel in the top-down view mission. Have you thought of implementing the advanced camera resource? I just detached the camera and flew around, but for a quick and dirty demo, the God View would be great!
Excellent work!
01/31/2006 (12:20 pm)
I completely understand! My thought was in terms of taking the 3DS into another application and figuring out the animations from there. I haven't loaded anything, so I don't know how simple/complex it would be. My thought was mainly for ease of entry for modelers without Max.I just got to play a bit more on my lunch break. I love the more complex dungeon up on the hill as well as some of the details you've added around the island. I did notice that I started from way up in the air and feel in the top-down view mission. Have you thought of implementing the advanced camera resource? I just detached the camera and flew around, but for a quick and dirty demo, the God View would be great!
Excellent work!
#15
But, the purpose of the pack is art. There is some great developpers here (like Thomas "Man of Ice" Lund, who made de Advanced Camera ressource), and the pack can be use for top view games, but also FPS, third person camera games ... it's difficult to envisage all the possibilities!
My mission will be to update the pack in the next weeks and it will probably be a lot of work!
Thank you!
Christophe
01/31/2006 (2:19 pm)
I'm agree with you David, a top view would be great :)But, the purpose of the pack is art. There is some great developpers here (like Thomas "Man of Ice" Lund, who made de Advanced Camera ressource), and the pack can be use for top view games, but also FPS, third person camera games ... it's difficult to envisage all the possibilities!
My mission will be to update the pack in the next weeks and it will probably be a lot of work!
Thank you!
Christophe
#16
If it's possible to include those in some sort of generic 3d format, even if it was just the shapes to play around with that would be nice. Torque Constructor seems to be in indefinite limbo and we don't have many other options for map editing.
01/31/2006 (8:53 pm)
I wasn't able to get the BSP files open on the Mac in Blender.If it's possible to include those in some sort of generic 3d format, even if it was just the shapes to play around with that would be nice. Torque Constructor seems to be in indefinite limbo and we don't have many other options for map editing.
#17
A Mac user! Nice :)
I'm going to start to work on a Mac version of the Dungeon Pack next week (a Mac demo mission + working source files).
Your feedback is important : can you provide me more information ?
Thank you!
Christophe
02/01/2006 (1:54 am)
@EliA Mac user! Nice :)
I'm going to start to work on a Mac version of the Dungeon Pack next week (a Mac demo mission + working source files).
Your feedback is important : can you provide me more information ?
Thank you!
Christophe
#18
Map editing has always been a huge limitation on the Mac (except in the mod scene with the commercial release of Quake 3 and Radiant). Constructor aims to fix that.
EDIT:
Just thought that I would note that the vast majority of my game dev usage is on the Mac. Map editing, however, is always done on my Windows Tablet PC because that is where the brush editors exist.
02/01/2006 (7:39 am)
I do not believe that Blender has a .map importer for BSP levels as it is not, at base, a brush editor--I would love to be wrong about the importer, though...of course, getting them back out in a usable format would be problematic at best. I know that an exporter was in the work quite a while ago, but I am not sure how far along it made it. Constructor (when it is released) and extremely old .map tools for Quake are the main options on the Mac right now...other than Radiant, which is free for non-commercial use but $5000 for commercial use. Unless, of course, someone ports the GPL'd MFC version over...Map editing has always been a huge limitation on the Mac (except in the mod scene with the commercial release of Quake 3 and Radiant). Constructor aims to fix that.
EDIT:
Just thought that I would note that the vast majority of my game dev usage is on the Mac. Map editing, however, is always done on my Windows Tablet PC because that is where the brush editors exist.
#19
I don't have Maya, which I guess serious Mac 3d people would be using, but I'm glad to help out with whatever other testing and feedback you need.
David is right that the .map tools for the Mac are hopeless. However I'm planning on using this for a Nintendo DS homebrew demo anyway, so I just need access to the 3d content. (I also have a Windows box, but it needs some serious attention if I'm going to be using it for editing, it never really recovered from a test Linux install a bit back.)
DULL TECHNICAL INFO: Mac applications are now a folder with some special bits set so that it looks like a single file. The game assets on new builds of Torque are in a subfolder inside this application. For the demo I assume you'd only want one set of data, so the application would have to be tricked to use the same files outside of the application as the PC demo. This can probably be done either by editing the configuration so it knows where to search for the files or by making Unix symbolic links from inside the application folder to the data.
02/01/2006 (9:13 am)
I got the demo working pretty easily. Just downloaded the latest Mac demo from GG and stuck the files into it. I'm pretty sure it will be easy to set up the Mac application so that you can share all of the data files with the PC version, but that doesn't seem to be how 1.4 builds on the Mac by default.I don't have Maya, which I guess serious Mac 3d people would be using, but I'm glad to help out with whatever other testing and feedback you need.
David is right that the .map tools for the Mac are hopeless. However I'm planning on using this for a Nintendo DS homebrew demo anyway, so I just need access to the 3d content. (I also have a Windows box, but it needs some serious attention if I'm going to be using it for editing, it never really recovered from a test Linux install a bit back.)
DULL TECHNICAL INFO: Mac applications are now a folder with some special bits set so that it looks like a single file. The game assets on new builds of Torque are in a subfolder inside this application. For the demo I assume you'd only want one set of data, so the application would have to be tricked to use the same files outside of the application as the PC demo. This can probably be done either by editing the configuration so it knows where to search for the files or by making Unix symbolic links from inside the application folder to the data.
#20
The windows demo mission use the TLK demo, so try to download the last TLK demo for Mac, you will have better lightings.
I'm very sorry, I tried to find a path to convert .map files in a more classic format like 3ds but there is no solution. It's a lesson : I have to create Interiors in Max and export them to .map if I want to have classic shapes for this elements.
I will send you a mail at the beginning of the next week Eli.
Thank you
Christophe
www.frogames.net
02/02/2006 (2:35 am)
Eli,The windows demo mission use the TLK demo, so try to download the last TLK demo for Mac, you will have better lightings.
I'm very sorry, I tried to find a path to convert .map files in a more classic format like 3ds but there is no solution. It's a lesson : I have to create Interiors in Max and export them to .map if I want to have classic shapes for this elements.
I will send you a mail at the beginning of the next week Eli.
Thank you
Christophe
www.frogames.net
Torque Owner SM3
Default Studio Name
It looks great! I've always wondered who created the artwork for the colorful Synapse Lighting Kit advertisements.
I was excited to find out your releasing content packs!
Can't wait to see this in action!!
Keep up the good work.
Steve
EDIT: Now I just need some characters to match the art style. My BraveTree girl and Cubix girl will seem a little out-of-place :)