| Introduction | |
The updated version of the content pack is now built on TGE1.5.2 with a wide range of additional upgrades in the form of community resources(see the Scripts and Resource section for details and links). There are number of new environment themes and variations. Many textures have been refined and added to. The bulk of new content comes in the form of Summer, Spring and Autumn themed variations on the content. Additionally, Alex Scarborough's Modernization Kit has replaced the use of the CG water resource that was utilized in the original release of the demo environments. Thank you for purchasing my FPS: Environment Pack #1 It is designed primarily for use with the Torque Game Engine, but I have provided all of the content in other common file formats for easy conversion to your preferred development environment. With this content pack I made a spacial effort to introduce a number of elements, some of which I think are essential for good game design, like well developed audio, and other features which were just handy, like examples of animated .dts shapes to help breathe life into an otherwise static world. I hope the features, content, and functionality will help make your game development faster easier and more gratifying. |
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| Quick Start Guide | |
The following instructions assume that you have a working build of the FPS Starter kit or other TGE project with the same directory structure. NOTE*** To enable any of the community resources that the demo environments use, you will have to integrate them into your project. Please see the Scripts and Resource section of this document for more details.*** Quick Steps - How to add the FPS: Environment Pack #1 content to your project. 1- Do nothing, enjoy the demo environment and experiment with the content and the working map editor with in it. ...But when you are ready to add the environment pack to you game project, move on to step 2. 2- Copy the "watermill.cs, windmill.cs, westernwatermill.cs, westernwindmill.cs, envAudioProfiles.cs, chimneysmoke.cs, chimneysmokeembers.cs, butterflies.cs, fallingleaf.cs, millsplash.cs, and millspray.cs" scripts from the demo builds "~\server\scripts" folder to "~\server\scripts" folder within your project. 3- Copy the contents from the demo builds "~\data\sound" folder to "~\data\sound" folder within your project. *** The following exec lines below must be added to the bottom of the exec lines within the "games.cs" script, located in "~\server\scripts" folder, in order for the animated .dts shapes and sounds to work in your project. exec("./envAudioProfiles.cs"); NOTE*** In order for the synchronized audio for the large windmill blades to function in your project, you must implement the "Shapebase Animation Triggered Sounds" resource *** 4- Copy the following folders from the demo builds "~\data\shapes" folder to "~\data\shapes" folder with in your project. Alternately, you can copy only the folders containing the content you are interested in using in your project. BarrelsAndCrates, bridges, BuildingSet01, BuildingSet02, etc 5- Copy the "sky" folder from the demo builds "~\data\skies" folder, to the "~\data\skies" folder with in your project. 6- Copy the desired "corona" and "moonglow" textures from the demo builds "~\common\lighting" folder to the "~\common\lighting" folder with in your project. 7- Copy the "BlackOakHollow" folder from the demo builds "~\data\terrains folder, to the "~\data\terrains" folder with in your project. 8- Copy the content from within demo builds "~\data\terrains\details" folder, to the "~\data\terrains\details" folder with in your project. 9- Copy the "BOHWater" folder from the demo builds "~\data\water" folder, to the "~\data\water" folder with in your project. Now you're all set. |
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| Version History | |
1.0 Release – First release September 2006 2.0 Release – August 2008 (way overdue) |
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| Credits | |
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Art Local Build and Code support All
audio work provided by Special Thanks With this update of the Environment Pack I want to extend a big thanks to Andy Maloney for his awesome code support, encouragement and assistance. Also a big thanks to Adam Larson for his work on the Object Fading resource. And as with the original release a big thanks to Jon Jorajuria for fantastic audio work, and code support.*** A special thanks Alex Scarborough for his fantastic Modernization Kit and the really cool shiny water it makes. And also a big thanks to Tom Feni for his generous donation of the animated butterflies. I would like to thank Tim Aste for his support, encouragement, patience, and hard work. Tim continues to inspire and impress me with his artistic caliber and personal integrity. -------------------------------- A BIG thanks to Jon Jorajuria for fantastic audio work, and code support. This environment pack would simply not have been possible without his enthusiastic and tireless assistance. And a special thanks to his wife Michelle for letting him play with me. Thank you to everyone at Garage Games for the fantastic support, the fantastic tools, and the fantastic opportunity. And for championing the cause of independent game developers everywhere. Once again, a thank you to Dave Wyand for keeping us die hard Lightwave users in the development mix with TGE, and for taking time during his busy schedule to provide valuable assistance and technical information. If you don't own ShowTool Pro, Buy it now! Its a great development asset. And because I can't begin to name all those who helped in one way or another, A big thanks to everyone in the Garage Games community who provided information and assistance along the way. And a special thanks to my family and friends without their support and encouragement this would not be possible. |
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