SCI Fi base pack from ARTERIA
by arteria3d · in General Discussion · 02/14/2007 (6:22 am) · 12 replies




We are please to launch our new pack - 'The Sci Fi Base Pack'
This is the first release of a long line of sci fi products that we will be releasing this year, including characters. The pack comes with coridor and room pieces, plus 5 music tracks and 5 sky cubes. With these parts you can construct your own sci fi base interior.
Please check the pack out at:
www.arteria-gaming.com/scifi2_themepack.html

About the author
Owner of uk based Ltd company ArteriaMediaLtd. with a trading name of Arteria3d Website;arteria3d.com
#2
Is it a mistake on your page?
02/14/2007 (9:26 am)
You mention Torque files as .dts, which is obviously incompatible with interiors for buildings in TGE.Is it a mistake on your page?
#3
What software are they genereated in?
And on your webpage it says DTS.
Will you provide those interiors as DIF's?
02/14/2007 (9:30 am)
Yes, I too was curious about your interiors.What software are they genereated in?
And on your webpage it says DTS.
Will you provide those interiors as DIF's?
#4
I am going to make dif versions of my packs for the next releases onwards, however as people do seem to want difs also.
The problem with DIFS is the level of detail i can get into themeshes
Steve
02/14/2007 (10:38 am)
DTS shapes are not incompatibile for interiors. These models have collision meshes and work perfectly as interior objects. I have been providing dts for my meshes for over a year now.I am going to make dif versions of my packs for the next releases onwards, however as people do seem to want difs also.
The problem with DIFS is the level of detail i can get into themeshes
Steve
#5
But I think you should read on why people need the DIF format.
It has always been taught around here, that for large scale application
the DIF format is whats rquired.
That is why CONSTRUCTOR release is waiting for a direct to DIF export.
That is why 3dws Exports to Dif.
That is why DelD has a Direct to Dif export pipeline.
Otherwise everyone around here would be using 3dsmax(or whatever package) to make
interiors, and we are all wating for CONSTRUCTOR.
Do you understand that DTS's are not meant for large scale Buildings?
Im curious to see how you would get those exact pieces in your SCI-FI pack to export to DIF.
Are all those shapes in your interiors CONVEX?
Anyway you toss this I still think your work is great.
-Surge
02/14/2007 (11:02 am)
I love your creations,But I think you should read on why people need the DIF format.
It has always been taught around here, that for large scale application
the DIF format is whats rquired.
That is why CONSTRUCTOR release is waiting for a direct to DIF export.
That is why 3dws Exports to Dif.
That is why DelD has a Direct to Dif export pipeline.
Otherwise everyone around here would be using 3dsmax(or whatever package) to make
interiors, and we are all wating for CONSTRUCTOR.
Do you understand that DTS's are not meant for large scale Buildings?
Im curious to see how you would get those exact pieces in your SCI-FI pack to export to DIF.
Are all those shapes in your interiors CONVEX?
Anyway you toss this I still think your work is great.
-Surge
#6
I think you mentioned to me before you were working on a desert buildings pack... any update on that?
02/14/2007 (12:47 pm)
Nice job! (as always...)I think you mentioned to me before you were working on a desert buildings pack... any update on that?
#7
Anyways, again very nice job.
02/15/2007 (4:43 pm)
Nice job. Hey, for the DTS-DIF thing, alot of 3D modellers can export to .map(I know Maya, Blender, and Milkshape 3D can). Try exporting them to map and using a really good map editor like 3D World Studio to export to .DIF(Quark is good, but can get a bit messy when exporting high-poly maps). I tried this once with Milkshape 3D and it worked fine, though it was a small test map.Anyways, again very nice job.
#8
1) how many of each type of piece are there? (corridors, rooms, doors, etc.)
2) what sizes of each are in the pack? (in Torque units, preferably)
3) how many polys are involved (average) in each piece.
02/15/2007 (6:10 pm)
Just a quick request for some info I couldn't find in this thread or the linked page at your site:1) how many of each type of piece are there? (corridors, rooms, doors, etc.)
2) what sizes of each are in the pack? (in Torque units, preferably)
3) how many polys are involved (average) in each piece.
#9
As the meshes are made from one piece of geometry, and as you can see the details are quite intricate with the pipework etc, i know from experience that i would not be able to use a converter to export these. The whole reason for me providing DTS is of the detail level, that i simply cannot get using a map type piece of geometry. However it looks like a lot of you do still want this format, so perhaps soon i will start making difs again for torque
The information regarding the packs content is clear on the website, but if you missed it here is the information that is displayed there:
Meshes: 12 coridor/room pieces /Door-corridor closure piece
Music: 5 Sci Fi inspired Music tracks
Sky Cubes: 5 Sci Fi Skycubes
Poly counts range between 900-1600
Scale wise, the models conform to torque standard scaling, and on load do not have to be re scaled
Thanks
Steve
02/16/2007 (3:52 am)
HiAs the meshes are made from one piece of geometry, and as you can see the details are quite intricate with the pipework etc, i know from experience that i would not be able to use a converter to export these. The whole reason for me providing DTS is of the detail level, that i simply cannot get using a map type piece of geometry. However it looks like a lot of you do still want this format, so perhaps soon i will start making difs again for torque
The information regarding the packs content is clear on the website, but if you missed it here is the information that is displayed there:
Meshes: 12 coridor/room pieces /Door-corridor closure piece
Music: 5 Sci Fi inspired Music tracks
Sky Cubes: 5 Sci Fi Skycubes
Poly counts range between 900-1600
Scale wise, the models conform to torque standard scaling, and on load do not have to be re scaled
Thanks
Steve
#10
02/19/2007 (1:29 am)
Why don't you try making the base building a DIF and the pipes etc as DTS decorations? Thats how Unreal Tournament does it, and you can see how detailed their environments look.
#11
02/19/2007 (8:06 am)
The only problem with that Gareth is that it would involve using two different 3d formats. This would increase the difficulty of getting it into the engine. right now you can just drop it in which is ideal. Separating them out would mean you wouldnt be able to load the map pieces in the engine under one file. youd have to load corridors and decorations separately and combine them in the engine. this would probably mean arteria would have to distribute them in a mission file format with separate instructions for torque. that would be too much catering for torque seeing as this isn't a torque-only product.
#12
Steve
02/19/2007 (4:29 pm)
Thanks for all the tips everyone - i think taking on board whats been said here, that i should again make my models as DIFS too, like with the earlier packs i did, trying to cram as much detail in as possibleSteve
Torque Owner Vashner