Bilder: ENVIROS -Pacifica (Need Beta Testers)
by JR Wilde · 01/08/2013 (11:46 am) · 7 comments
A complete list (with select images) of everything in Pacifica follows.
Sorry for all the delays, holidays are always busy in the kitchen. ENVIROS Pacifica is just about ready to be released. I'm considering it in *beta* status because I want to make certain that it does exactly what I say it does. I'm making the claim of *It Just Works.* and *drag and drop.* I'd like to know, confidently, that it does precicely what I say it should on other machines; it works perfectly on my machine -every time.
Here's the rub: my machine doesn't have a real graphics card so I can't really determine how well Pacifica will perform with its present density, on a genuine developer's machine ie a quad core with a recent mid to high end graphics card.
As an example, there are 40 unique objects in the main level; in many cases, such as the trees, there are several hundred instances of each. The poly count is very, very high. Texture seage for the 12 terrain materials used is 47.88 MB -1.33MB per texture X 3 textures per material. As you can see, these are really more environmental simulations designed to showcase the diversity that this ENVIROS is capable of.
As far as my machine goes, my little laptop can handle the main level with little jerking, and no jerking on the other example levels - in full screen mode; the other example levels are optimized in different ways and are there to show some possible forestation schemes that actually take a poly budget into account -abiet a large budget.
What all this means is that I want to make absolutely certain that it works, as described and expected, on different machines and configurations before I call it finished. I want everyone to be as pleased with it as I am. I've invested in alot of time in creating this kit and giving it the final polish and I am posotive that it will be very useful to anyone who needs to create environments. I'll stand behind this 100 percent. I feel its that useful. A small test will be the final O.K.
If you'd like to give it a spin or think it a good idea to do a *pre-release* test, let me know here if you would please; depending on what happens here, I'll figure out a way to make it happen. I'll be working through Friday so I won't have much time until then but I'll be checking for responses and formulate an appropriate plan. I'd appreciate any feedback you may have. Thanks!
So, here's The Kit:
MODELS
All of the models have materials mapped to them; there are some alternate textures for many of the models. Perhaps you want dead grass instead of living, or more yellow in the salal to make it more harmonious in color with the new terrain material/texture you have chosen. This is why they are included -more control to do what you envision in your head with as little work, on your part, as possible.
TREES
1 fir Dou 01
2 fir Douglas 01b
3 fir Douglas 01b1
4 fir Douglas 01b2
5 fir Douglas 01b3
6 fir Douglas 02b
7 fir Douglas 02b1
8 fir Douglas 02b2
9 fir Douglas 02b3
10 cedar Port Orford 01
11 cedar Port Orford 02
DEADWOOD
1 deadstanding01
2 logDeadFallen01
3 logFallen02
4 trunkFirErroded
5 firDouglasDED01
UNDERGROWTH
1 fernBracken
2 fernFiddler
3 horsetail
4 oregonGrape
5 salal
FLOWERS
1 cloverPurple
2 cloverRed
3 flowerPink
4 foxglove
5 lillyTiger
6 poppies
7 QueenAnnesLace
GRASSES
1 grassField01b
2 grassField01b1
3 grassField01b2
4 grassField01b3
5 grassField01b4
6 grassMeadow01b1
STONES -TERRAIN
These can match the terrain in materials or be stand-alone with different images.
1 stoneBridgestone
2 stoneCliff 03
3 stoneCliff 04
4 stoneCliff 06
5 stoneCliff 08
TERRAIN TEXTURES
See the images below -names are there.
167 MB of textures to choose from.
Most textures are 1024x1024 @1.33MB each. I've included some 512 sizes in the alternates folder if you're willing to sacrifice a small amount of resolution for performance reasons.
Heightmaps are embeded in the normal maps and normals for the terrains are in DDS format (dxt5_nm); Torque is actually geared for DDS files, or so says the manual.
Some textures are intricate for tremendous detail on the terrain; fewer models are required to give the illusion of diversity.
ATMOSPHERICS
1 Several Unique Scatter Skies (alternates, if any, are commented-out in the .mis file -use as you like).
1 Vanilla blue -A perfect sunny day at the coast or in the mountainous woods.
2 Vivid Sunsets -What better way to evoke emotions in players?
3 Overcast and rainy skies -For those more depressing moments -working on this.
These skies include cloud images -not stock.
2 A prefabricated water plane object. That easily mimics a Bay or wide open ocean with islands type of scene quite faithfully. Water caustics are also included in the package. Remember to look in the .mis file to see if there are any alternate oceans.
3 Post Processing In Place For Your Conienence.
SSAO, fog (for a band of fog that *clings* to the land), Light Rays.
Everything works with the Time Of Day object.
FOREST BRUSHES
36 Forest brushes preset with reasonable settings -taking slope of the terrain into consideration for example. See images below for a list of all of them.
THE IMAGES
The following images demonstrate some of the depth of the models. You will see them in the Shape Editor so you can see the number of polys, collision and so on. These are mostly of the higher poly models, or those with collision or *large* alpha channels in the undergrowth -some are *thin* and don't look as nice in the Shape editor as they do in game -you will clearly see what they look like in game -the alphas are razor-sharp.





























Terrain Materials

Forest Brushes

Sorry for all the delays, holidays are always busy in the kitchen. ENVIROS Pacifica is just about ready to be released. I'm considering it in *beta* status because I want to make certain that it does exactly what I say it does. I'm making the claim of *It Just Works.* and *drag and drop.* I'd like to know, confidently, that it does precicely what I say it should on other machines; it works perfectly on my machine -every time.
Here's the rub: my machine doesn't have a real graphics card so I can't really determine how well Pacifica will perform with its present density, on a genuine developer's machine ie a quad core with a recent mid to high end graphics card.
As an example, there are 40 unique objects in the main level; in many cases, such as the trees, there are several hundred instances of each. The poly count is very, very high. Texture seage for the 12 terrain materials used is 47.88 MB -1.33MB per texture X 3 textures per material. As you can see, these are really more environmental simulations designed to showcase the diversity that this ENVIROS is capable of.
As far as my machine goes, my little laptop can handle the main level with little jerking, and no jerking on the other example levels - in full screen mode; the other example levels are optimized in different ways and are there to show some possible forestation schemes that actually take a poly budget into account -abiet a large budget.
What all this means is that I want to make absolutely certain that it works, as described and expected, on different machines and configurations before I call it finished. I want everyone to be as pleased with it as I am. I've invested in alot of time in creating this kit and giving it the final polish and I am posotive that it will be very useful to anyone who needs to create environments. I'll stand behind this 100 percent. I feel its that useful. A small test will be the final O.K.
If you'd like to give it a spin or think it a good idea to do a *pre-release* test, let me know here if you would please; depending on what happens here, I'll figure out a way to make it happen. I'll be working through Friday so I won't have much time until then but I'll be checking for responses and formulate an appropriate plan. I'd appreciate any feedback you may have. Thanks!
So, here's The Kit:
MODELS
All of the models have materials mapped to them; there are some alternate textures for many of the models. Perhaps you want dead grass instead of living, or more yellow in the salal to make it more harmonious in color with the new terrain material/texture you have chosen. This is why they are included -more control to do what you envision in your head with as little work, on your part, as possible.
TREES
1 fir Dou 01
2 fir Douglas 01b
3 fir Douglas 01b1
4 fir Douglas 01b2
5 fir Douglas 01b3
6 fir Douglas 02b
7 fir Douglas 02b1
8 fir Douglas 02b2
9 fir Douglas 02b3
10 cedar Port Orford 01
11 cedar Port Orford 02
DEADWOOD
1 deadstanding01
2 logDeadFallen01
3 logFallen02
4 trunkFirErroded
5 firDouglasDED01
UNDERGROWTH
1 fernBracken
2 fernFiddler
3 horsetail
4 oregonGrape
5 salal
FLOWERS
1 cloverPurple
2 cloverRed
3 flowerPink
4 foxglove
5 lillyTiger
6 poppies
7 QueenAnnesLace
GRASSES
1 grassField01b
2 grassField01b1
3 grassField01b2
4 grassField01b3
5 grassField01b4
6 grassMeadow01b1
STONES -TERRAIN
These can match the terrain in materials or be stand-alone with different images.
1 stoneBridgestone
2 stoneCliff 03
3 stoneCliff 04
4 stoneCliff 06
5 stoneCliff 08
TERRAIN TEXTURES
See the images below -names are there.
167 MB of textures to choose from.
Most textures are 1024x1024 @1.33MB each. I've included some 512 sizes in the alternates folder if you're willing to sacrifice a small amount of resolution for performance reasons.
Heightmaps are embeded in the normal maps and normals for the terrains are in DDS format (dxt5_nm); Torque is actually geared for DDS files, or so says the manual.
Some textures are intricate for tremendous detail on the terrain; fewer models are required to give the illusion of diversity.
ATMOSPHERICS
1 Several Unique Scatter Skies (alternates, if any, are commented-out in the .mis file -use as you like).
1 Vanilla blue -A perfect sunny day at the coast or in the mountainous woods.
2 Vivid Sunsets -What better way to evoke emotions in players?
3 Overcast and rainy skies -For those more depressing moments -working on this.
These skies include cloud images -not stock.
2 A prefabricated water plane object. That easily mimics a Bay or wide open ocean with islands type of scene quite faithfully. Water caustics are also included in the package. Remember to look in the .mis file to see if there are any alternate oceans.
3 Post Processing In Place For Your Conienence.
SSAO, fog (for a band of fog that *clings* to the land), Light Rays.
Everything works with the Time Of Day object.
FOREST BRUSHES
36 Forest brushes preset with reasonable settings -taking slope of the terrain into consideration for example. See images below for a list of all of them.
THE IMAGES
The following images demonstrate some of the depth of the models. You will see them in the Shape Editor so you can see the number of polys, collision and so on. These are mostly of the higher poly models, or those with collision or *large* alpha channels in the undergrowth -some are *thin* and don't look as nice in the Shape editor as they do in game -you will clearly see what they look like in game -the alphas are razor-sharp.





























Terrain Materials
Forest Brushes
About the author
see website: http://www.synchronicity3d.com email me at syncyronicity3d "at" gmail.com if you'd like.
#2
AMD Phenom(tm) II x6 1055T 2.8ghz (overclocked to 3.2ghz) (6 core)
4GB ram
64bit Windows 7
Nvidia GT 430 1gb
3.5 Tb in 4 hdd's
my system is quite a good one, I bought the GT 430 graphics card as a stopgap while I got some more money to get a better card, however after using it for some weeks I decided to keep it and have been using it happily for nearly 2 years as It functions pretty flawlessly running Farcry with full graphics settings without any noticeable lag.
why fix it if its not broke :-)
01/08/2013 (5:25 pm)
I would love to help you out and give your pack a test on my pc.AMD Phenom(tm) II x6 1055T 2.8ghz (overclocked to 3.2ghz) (6 core)
4GB ram
64bit Windows 7
Nvidia GT 430 1gb
3.5 Tb in 4 hdd's
my system is quite a good one, I bought the GT 430 graphics card as a stopgap while I got some more money to get a better card, however after using it for some weeks I decided to keep it and have been using it happily for nearly 2 years as It functions pretty flawlessly running Farcry with full graphics settings without any noticeable lag.
why fix it if its not broke :-)
#4
I also have a 1k x 1k , 2k x 2k, and 4k x 4k L3DT terrain that has been fully textured and I can drop them in their for you.
Let me know ... will gladly help where I can ... and keen to purchase the pack when it is released.
01/08/2013 (8:06 pm)
J - I have an environment I can drop your items directly in to and then test them on a dedicated server mode and all the other good stuff.I also have a 1k x 1k , 2k x 2k, and 4k x 4k L3DT terrain that has been fully textured and I can drop them in their for you.
Let me know ... will gladly help where I can ... and keen to purchase the pack when it is released.
#5
Be happy to see how they work and scale with other models I'm already using.
I've been working on an outdoor wilderness sim of the pacific northwest for awhile, so also keen to purchase these once released.
01/08/2013 (9:25 pm)
JR@ Looks great,reminds me of home. Be happy to see how they work and scale with other models I'm already using.
I've been working on an outdoor wilderness sim of the pacific northwest for awhile, so also keen to purchase these once released.
#6
@David, perfect target machine :) thanks, I was actually hoping for someting similar.
@Ron, email sent :)it would be an honor for you to do so.
@Quinton, awesome! Beat it UP!
@Jeff, I'm glad you mentioned scale. I've scaled them 2.5 or so in the demos but they were modeled from younger trees -about 10-20 meters (30-60 feet). A test of 'believability in scale' to see at what point the illusion breaks down; takes a bit imho :) Since you know the PacNW, I'm planning on going out to John Day and doing a Painted Desert kit. This is one awesome home innit?
Oh yes, I'm thinking $49.00 to $59.00 on the price. I think that's fairly reasonable.
Thanks everyone again for your time.
J.
01/10/2013 (10:25 am)
Thanks for your comments everyone I really appreciate your willingness to help. I forgot to mention that I'll make it worth your while, in the form of a 30% discount or more (I'm looking for comments that will prove useful to yourself but to the community at large as well).@David, perfect target machine :) thanks, I was actually hoping for someting similar.
@Ron, email sent :)it would be an honor for you to do so.
@Quinton, awesome! Beat it UP!
@Jeff, I'm glad you mentioned scale. I've scaled them 2.5 or so in the demos but they were modeled from younger trees -about 10-20 meters (30-60 feet). A test of 'believability in scale' to see at what point the illusion breaks down; takes a bit imho :) Since you know the PacNW, I'm planning on going out to John Day and doing a Painted Desert kit. This is one awesome home innit?
Oh yes, I'm thinking $49.00 to $59.00 on the price. I think that's fairly reasonable.
Thanks everyone again for your time.
J.
#7
or click one of my contact links
www.deadlyassets.com/Contact.html
01/15/2013 (3:25 am)
If you need to drop me an email its 'deadly(at)clara(dot)net'or click one of my contact links
www.deadlyassets.com/Contact.html

Torque Owner Kory Imaginism
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