The Pipe Warehouse Content Pack
by Will Zettler · 02/02/2009 (6:48 pm) · 11 comments
Hello once again,
The Pipe Warehouse will be opening it's doors here shortly. No exact release date has been planned but I'm shooting for a Feb 14th release, but not 100% so please don't hold me to it as things can change without notice. Over 3 solid months in the making in my spare time. It's almost perfect and since I'm a truck driver, it helps that I go to a warehouse almost daily.
Features of this pack are:
01) The 27 textures from my 3D Max Crate Pack will be included at no charge, which was released free to the GG fan base a while back and before that I was selling it for $25.
02) 8 Vending Machines are included plus one bubble gum machine. I was going to sell these as a pack alone but decided against it. These are included free in this pack as well.
03) What's a warehouse without a forklift? I made a trial model of push by hand one that i usually see at some warehouses I go to for food. This is included in this pack.
04) Mini version of my Pipe Pack is here for some added effect. Use it to stack up and build that Pipe Factory look and feel. You get a base to start you off with.
05) Shelf units to store stuff on is here. Use the crates textures to put some life into the place. You get a lot of these to jump start you rproject off with here.
06) Support Beams in the top of the warehouse to hold the roof up. These were just built and mutated to what I needed for the warehouse. These can be taken and re-adjusted to what you need in your gameL
07) A ladder that you can adjust to fit your game or level with. I figured it would be a good idea to leave it free standing so you can edit her up later.
08) 10 textures right now but the final may have more or less, it's still not certain of the exact number or size range we're looking at. Right now as of this writing, its around 10 to 12 unique textures for the place.
09) Large sized warehouse you can edit up to what you need. Features a break room/office, storage shelves and room for about 30,000 SQ of stuff.
10) Includes the 3D World Studio 5 format files so you can edit them up to how you need and some, not all, in DIF format. The warehouse is way too big to include everything you see in the photos without breaking it all down to what you see. The supports, shelving and vending machines are all broken down into their own dif files so you can add them in to the warehouse and adjust everything how you need it. The photos here are just how the sample file is to show it off and what it includes.
And best of all, there will be FREE upgrades as they are released. I am working on a Torque Game Engine Advanced kit of the kit next that will be a free update to those who buy this pack.
Formats include: MAP, DIF, 3DS/OBJ for some items such as the Fork Lift. Included in the update too will be a light system to help light the place for those using the warehouse pack at night.
The best part is the price... to help keep this all in range of the small guy, like myself included, I'm offering all this and the free TGEA update down the road for $49.95. You get a lot for the price.

Here are some screenies of the pack... as it stands now.
















More to come...
Will
The Pipe Warehouse will be opening it's doors here shortly. No exact release date has been planned but I'm shooting for a Feb 14th release, but not 100% so please don't hold me to it as things can change without notice. Over 3 solid months in the making in my spare time. It's almost perfect and since I'm a truck driver, it helps that I go to a warehouse almost daily.
Features of this pack are:
01) The 27 textures from my 3D Max Crate Pack will be included at no charge, which was released free to the GG fan base a while back and before that I was selling it for $25.
02) 8 Vending Machines are included plus one bubble gum machine. I was going to sell these as a pack alone but decided against it. These are included free in this pack as well.
03) What's a warehouse without a forklift? I made a trial model of push by hand one that i usually see at some warehouses I go to for food. This is included in this pack.
04) Mini version of my Pipe Pack is here for some added effect. Use it to stack up and build that Pipe Factory look and feel. You get a base to start you off with.
05) Shelf units to store stuff on is here. Use the crates textures to put some life into the place. You get a lot of these to jump start you rproject off with here.
06) Support Beams in the top of the warehouse to hold the roof up. These were just built and mutated to what I needed for the warehouse. These can be taken and re-adjusted to what you need in your gameL
07) A ladder that you can adjust to fit your game or level with. I figured it would be a good idea to leave it free standing so you can edit her up later.
08) 10 textures right now but the final may have more or less, it's still not certain of the exact number or size range we're looking at. Right now as of this writing, its around 10 to 12 unique textures for the place.
09) Large sized warehouse you can edit up to what you need. Features a break room/office, storage shelves and room for about 30,000 SQ of stuff.
10) Includes the 3D World Studio 5 format files so you can edit them up to how you need and some, not all, in DIF format. The warehouse is way too big to include everything you see in the photos without breaking it all down to what you see. The supports, shelving and vending machines are all broken down into their own dif files so you can add them in to the warehouse and adjust everything how you need it. The photos here are just how the sample file is to show it off and what it includes.
And best of all, there will be FREE upgrades as they are released. I am working on a Torque Game Engine Advanced kit of the kit next that will be a free update to those who buy this pack.
Formats include: MAP, DIF, 3DS/OBJ for some items such as the Fork Lift. Included in the update too will be a light system to help light the place for those using the warehouse pack at night.
The best part is the price... to help keep this all in range of the small guy, like myself included, I'm offering all this and the free TGEA update down the road for $49.95. You get a lot for the price.

Here are some screenies of the pack... as it stands now.
















More to come...
Will
About the author
- Ambient sound artist since 2004 - Texture artist since 2001 - Terrain designer since 2006 - Android app design since 2016 - Game design (Sky Fall, A_Clone) 2018
#2
02/03/2009 (11:19 am)
I would strongly urge you to create some better looking textures. The way that these are aligned looks bad. Try checking out real warehouses and doing your textures from them. Just my two cents worth. DL out.
#3
02/03/2009 (3:09 pm)
Quote:03) What's a warehouse without a forklift? I made a trial model of push by hand one that i usually see at some warehouses I go to for food. This is included in this pack.It's called a palletjack :)
#4
02/03/2009 (5:13 pm)
good work. I like it, but i would change the texture on the outside. other than that it is good.
#5
The style texture you see in the shots will actually have 9 other selection textures to make it any kinda warehouse you want, not just a pipe factory. I will post other types in the next blog. Thanks for the feedback. Oh and the Pallet Jack, yeah, I couldn't find the right word for it at the time of the writing so I used fork lift as a filler :-)
Thanks guys keep an eye out for the update coming shortly...
Will
02/04/2009 (7:18 am)
To all:The style texture you see in the shots will actually have 9 other selection textures to make it any kinda warehouse you want, not just a pipe factory. I will post other types in the next blog. Thanks for the feedback. Oh and the Pallet Jack, yeah, I couldn't find the right word for it at the time of the writing so I used fork lift as a filler :-)
Thanks guys keep an eye out for the update coming shortly...
Will
#6
02/04/2009 (12:16 pm)
Don't make all the textures distopian. Warehouses (and everything else for that matter) are new at one point in time so they look clean. Many others are kept up in good shape. It is depressing to see so many items offered only in run down condition. Yes add the rough and battered, it is needed. But we took pride in the places I have worked.
#7
I agree. I'm adding both new and run down warehouse settings in this pack so at least people will have different options to use. Making 2 new, 2 run down and really look like they've been used and 2 about to fall apart or closed down. I figure 6 should do for the most part, if not, I can always add more at the request of the clients ordering the pack.
Thanks for the words about packs. I agree, a lot, if not all model packs for buildings seem to come out bean or something like that. I can't speak for all building packs but that's how it seems anyways. I didn't even think about posting the other warehouse shots til now. Besides have one other one ready but not the other 3 that look battered or closed. Will post them in the next blog thou.
Will
02/04/2009 (4:14 pm)
Jydog:I agree. I'm adding both new and run down warehouse settings in this pack so at least people will have different options to use. Making 2 new, 2 run down and really look like they've been used and 2 about to fall apart or closed down. I figure 6 should do for the most part, if not, I can always add more at the request of the clients ordering the pack.
Thanks for the words about packs. I agree, a lot, if not all model packs for buildings seem to come out bean or something like that. I can't speak for all building packs but that's how it seems anyways. I didn't even think about posting the other warehouse shots til now. Besides have one other one ready but not the other 3 that look battered or closed. Will post them in the next blog thou.
Will
#8
This is less of an issue with shader-driven engines where shiny and new can be made to look good up close, but for older engines grungy will probably stay king.
The big problem I see here is that the tiling of the textures is too obvious. Really for something that big you have to use more than one texture to break up the tiling pattern. Or use detail textures on top of a cleaner base texture.
02/04/2009 (4:51 pm)
The reason the run down look is so pervasive is because they usually look better in a 3D engine. Generally speaking the more textured something is, the better it's going to look, especially up close, and shiny new materials aren't all that textured.This is less of an issue with shader-driven engines where shiny and new can be made to look good up close, but for older engines grungy will probably stay king.
The big problem I see here is that the tiling of the textures is too obvious. Really for something that big you have to use more than one texture to break up the tiling pattern. Or use detail textures on top of a cleaner base texture.
#9
Hopefully, when they are done, you won't notice any of them like the shots here. I'm going to shoot the release date out some so I can work on perfecting that area since it will take some time, and that way I can add in the coming features to it as well to perfect the warehouse feel.
I'm honestly thinking more newer, modern warehouse settings as well that might be included in a add-on pack to this one, but not sure right now. I have a lot to still finish with this for right now, and more then enough to keep me busy for at least another 3 weeks. If you guys have any other ideas on what I can add to make it better, hit me up with a message here or email dlstorminc@yahoo.com Thanks!
Will
02/04/2009 (7:57 pm)
Gerald: I would have to agree too. The larger the object, such as this, the more it has to be broken up to get a better texture on it. I have to go back and break up all the warehouses I've saved so far to make sure the areas are complete so that a texture won't go over and over on the walls like you have seen this before. I'm going to strive a bit more with that area and cut it up even more to make it less sore-thumbish. Hopefully, when they are done, you won't notice any of them like the shots here. I'm going to shoot the release date out some so I can work on perfecting that area since it will take some time, and that way I can add in the coming features to it as well to perfect the warehouse feel.
I'm honestly thinking more newer, modern warehouse settings as well that might be included in a add-on pack to this one, but not sure right now. I have a lot to still finish with this for right now, and more then enough to keep me busy for at least another 3 weeks. If you guys have any other ideas on what I can add to make it better, hit me up with a message here or email dlstorminc@yahoo.com Thanks!
Will
#10
I think the idea of this pack is good. Breaking up the textures used is a good idea, but what needs to take place is altering the current textures(s) so that they tile appropriately. I do not know which program you used to make the textures or I would tell you how to do it. That in itself would dramatically improve the look of your work. Second thing would be attention to detail. You have windows and doors, but no frames or any thing to help with the realism. Last, be careful of the thickness of some of your brushes. If they are to thick, the tend to look blocky and unreal.
Please don't think I'm trying to be mean, because I truly am not. I look forward to seeing your work once you've made some changes, and I think soon you will be creating some very cool stuff.
* - If you need some help feel free to email me.
Good Luck!
~LK~
02/05/2009 (7:06 am)
Hello Will,I think the idea of this pack is good. Breaking up the textures used is a good idea, but what needs to take place is altering the current textures(s) so that they tile appropriately. I do not know which program you used to make the textures or I would tell you how to do it. That in itself would dramatically improve the look of your work. Second thing would be attention to detail. You have windows and doors, but no frames or any thing to help with the realism. Last, be careful of the thickness of some of your brushes. If they are to thick, the tend to look blocky and unreal.
Please don't think I'm trying to be mean, because I truly am not. I look forward to seeing your work once you've made some changes, and I think soon you will be creating some very cool stuff.
* - If you need some help feel free to email me.
Good Luck!
~LK~
#11
On texturing, I'm using Paint Shop Pro 12 for editing them up and texture maker 3.1 I believe it is for the run down editing of the final mix of texture stuff like tears, scratches and stuff in that range. The actual models are built in 3d world studio v5.
I was striving to make my own textures from the shots I've taken out here on the road since I'm a truck driver by day and live on the road. So I've been taking and editing those shots up to give me concrete textures or the such as you see in the wall picks of the warehouse in the above shots.
Those were just thrown together to give me a few screen shots for the pack, I am going to go back over that and break the entire warehouse down in sections and make it a bit more easier to texture and adjust the whole scene. Also, I am working on making other warehouses using copies of the main model you seen above just with some newer textures for a new finish as if the warehouse was just opened and the last two will feature a run down or closed up building.
I figure I will shoot out 6 or so total warehouses using this one model but broken up to allow me to adjust the textures better and align things up to where we get a stronger scene overall then whats currently presented.
Yeah I'll email you and see if you can't brainstorm something up to help me better do this. Thanks so much,
Will
02/05/2009 (1:56 pm)
@ Andrew: Awesome man, great ideas... no I don't think that sounds mean at all, it sounds like a big improvement in how I can make my textures. I'm by far not a pro in any area, I just strive to make my best effort on any of these projects I work on.On texturing, I'm using Paint Shop Pro 12 for editing them up and texture maker 3.1 I believe it is for the run down editing of the final mix of texture stuff like tears, scratches and stuff in that range. The actual models are built in 3d world studio v5.
I was striving to make my own textures from the shots I've taken out here on the road since I'm a truck driver by day and live on the road. So I've been taking and editing those shots up to give me concrete textures or the such as you see in the wall picks of the warehouse in the above shots.
Those were just thrown together to give me a few screen shots for the pack, I am going to go back over that and break the entire warehouse down in sections and make it a bit more easier to texture and adjust the whole scene. Also, I am working on making other warehouses using copies of the main model you seen above just with some newer textures for a new finish as if the warehouse was just opened and the last two will feature a run down or closed up building.
I figure I will shoot out 6 or so total warehouses using this one model but broken up to allow me to adjust the textures better and align things up to where we get a stronger scene overall then whats currently presented.
Yeah I'll email you and see if you can't brainstorm something up to help me better do this. Thanks so much,
Will

Torque Owner Will Zettler
Digital Lightstorm Game Studio
some more detail outside the warehouse
A door and windows on the warehouse
Break room could use a table and chairs
Small office for the boss
Maybe an add on warehouse section (?) to add to the current pack to expand it and make it even bigger
Truck loading/unloading bays for flatbeds to roll thru the warehouse to be loaded or unloaded
I would like to find a balance for a lighting system that would be easy to install and use to lite the place for a night scene without having to stick some 100 or more units for lighting in the place. I've seen some warehouses with upwards of 500 light units hanging from the roofs. So this is a area I have to watch carefully how I pull it off.
for the TGEA side...
I would like to add more shiny metals, more bumpy walls and more realistic all around feel using materials and ambient sounds.
That's about all I can think of right now... will keep you all posted how it goes at each milestone...
Will
will_zettler@dlsstudio.com
Waskom, Tx