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  3. Wesley Tack

Posts by Wesley Tack

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • March 2, 2007 at 12:29 AM

    It's drivable too

    I don't know what you mean by the shadows though, if you mean the big dark areas, thats cause it's compiled in cordon mode

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • March 1, 2007 at 11:28 PM

    An update on the ship dock for ol_undersiege:

    The textures on the locks need some updating, stuff for tomorrow ;p

    [Blocked Image: http://users.pandora.be/simon.wt/docklock01.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/docklock.jpg]

  • The random model thread!

    • Wesley Tack
    • February 28, 2007 at 10:27 AM

    Big milling companies tend to have big repeating walls, I know I still have to add some more detail, But I want to get some playtesting on it first and see how the map works before I do some more, cause if the gameplay doesn't feel right you'll have twice the more work to edit it. Here are some shots of milling companies, as you'll see it looks somewhat like what I made:

    [Blocked Image: http://www.leievoeders.be/Afbeeldingen/Waregem.jpg]

    [Blocked Image: http://www.leievoeders.be/Afbeeldingen/Buggenhout.jpg]

    [Blocked Image: http://www.booijinkveevoeders.nl/media/Afbeeldingen/Foto/bulkauto.jpg]

    Big repeating walls is what they usually are. But I will add some more detail to them eventually.

  • The random model thread!

    • Wesley Tack
    • February 28, 2007 at 2:19 AM

    There are some WiP shots of the map on my site.

    Here is the final crane model:

    [Blocked Image: http://www.wesleytack.com/images/dockcrane/dockcrane_001.jpg]

    [Blocked Image: http://www.wesleytack.com/images/dockcrane/dockcrane_003.jpg]

    [Blocked Image: http://www.wesleytack.com/images/dockcrane/dockcrane_004.jpg]

  • The random model thread!

    • Wesley Tack
    • February 27, 2007 at 1:59 PM

    Something for my latest map:

    Still to texture the crane, but it's unwrapped:

    (purple box is player size)

    [Blocked Image: http://users.pandora.be/simon.wt/crane.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/crane01.jpg]

    I'll probably add a cabin / stairs to it as well as a separate model.

  • swap buffers

    • Wesley Tack
    • February 26, 2007 at 10:57 AM

    no,

    It's just my 3 year old computer having a hard time playing the game at 1920*1200, even though swap buffers are at max. it still plays smooth...

    So I'm not gonna pay anymore attention to it for now.

    Thanks

  • any low poly challenges comin up?

    • Wesley Tack
    • February 25, 2007 at 11:02 PM

    http://www.game-artist.net/forums/

    they have them almost every month...

    they'll be starting a new one soon, keep eyes peeled

  • swap buffers

    • Wesley Tack
    • February 23, 2007 at 8:36 PM

    Ok, did all the commands that seemed worth testing:

    r_drawdisp 0

    r_drawworld 0

    r_drawstaticprops 0

    r_drawentities 0

    r_drawropes 0

    r_dynamic 0

    r_3dsky 0

    mat_bumpmap 0

    mat_specular 0

    With all these turned off I still got that high swap buffer.

    It's weird cause it mostly happens when I'm actually looking at less content, like in the screenshots below, I'm looking into the void and thats when the swap buffers are highest, and when I'm looking at the level brushwork everything turns back to normal. Same thing for interior area's, where the swap buffers usually go up, and when I get back outside they go down again. I'll see it goes during playtesting, but it's a mystery to me so far :/

    Void shot:

    http://users.pandora.be/simon.wt/swapbuffers_2.jpg

    Brush shot:

    http://users.pandora.be/simon.wt/swapbuffers_1.jpg

  • swap buffers

    • Wesley Tack
    • February 23, 2007 at 7:48 PM

    I'll do the command stuff and test again. If it's still there I'll ask during playtesting how it looks for other people.

    My map doesn't have any water btw, mostly specs is what could be causing it as far as I know. I'll dig some more

    Thanks for the info!

  • swap buffers

    • Wesley Tack
    • February 23, 2007 at 5:25 PM

    Hello,

    I've done some research on swap buffers, and what I could find is that it's an overuse of shaders? I seem to have this in a lot of areas in my map, even in this hallway where only the hallway is rendered, the entire level is cut by the visleafs, and yet still I get these low frames and swap buffers at a maximum.

    Not even any shaders in that scene, other than the spec maps on that wall and some windows. Even when I am facing the edge of the map (behind the wall is void) I get swap buffers at maximum? Does anyone have an idea how to fix this, what I should be looking for? It's the same before or after I do a buildcubemaps as well (if thats any help). Hopefully someone can point me in the right direction as to where I got to look. I am planning a playtest session this Sunday, and I hoped to get this problem under control by then.

    Thanks !

    [Blocked Image: http://users.pandora.be/simon.wt/swapbuffer.jpg]

  • DE_Museum coming to Source!

    • Wesley Tack
    • February 22, 2007 at 11:49 AM
    Quote from hessi

    actually no, but if your screenshots are so heavily WIP then why do you post them?

    Because this is the WiP section? ;o

    He just wanted to show off his T-rex model, which looks good

    I do hope what you said though, that he takes his time and make this a spotlight map

    *edit*

    arg didn't there was a page two

    ^^ what he said ;p

  • The random model thread!

    • Wesley Tack
    • February 20, 2007 at 4:48 PM

    link doesn't work

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • February 15, 2007 at 7:18 PM

    that is looking very nice!

    great lighting, nice interior detail as well, wondering what the contrast will be between interior and exterior, you planning some dense jungle action? would be cool (I love the Crysis movies ). Can't wait to see more, great work so far!

  • [REL] DoD_Edelweiß Beta 3

    • Wesley Tack
    • February 15, 2007 at 2:44 PM

    What most people said I agree on, great setting, reminds me of the wolfenstein maps, loved those!

    Fine detail lacks in almost every shot though.

    some examples:

    http://www.albatros44.de/edb3/edb33.jpg

    why is that metal arch floating between the two pillars ?

    http://www.albatros44.de/edb3/edb3promo1.jpg

    as mentioned above, the camouflage clips all over the place? looks weird?

    also, the side railings of the bridge looks like a large fence texture?

    http://www.albatros44.de/edb3/edb31.jpg

    the cable cart isn't hanging in the move_rope, it's an easy fix to move that cart a bit, don't know why you didn't do that? Also the wall texture to the right int hat screen is tiled up, whereas if I recall correctly Valve has sets of that texture (bottom/middle/top), you should have used that

    http://www.albatros44.de/edb3/edb35.jpg

    the stairs in that shot float, you used the railing as the support for the stairs, but in reality the whole thing would collapse after a few moments

    adding some diagonal beams would look a lot better

    http://www.albatros44.de/edb3/edb36.jpg

    in this screen you use the metal plate texture with the rails on it for the sides of the train carrier, looks weird. Also, I don't know if you can make custom textures, but if you can, a decal texture for the pile of snow would make a huge difference, this way you could add a decal or overlay entity and make the snow blend in and fade out with the floor beneath

    So basically, overall the map looks like a solid 1st pass, but it could use a few more passes to add more detail, this is a WiP map imho. Hope you'll improve some points on this, or ed least pick them up on your next project!

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • February 15, 2007 at 9:50 AM
    Quote from Dark

    Looks very nice, Love the custom texture work. How long are your compile times for these huge maps?

    This is from the latest log, fast compile no HDR.

    Quote

    2 hours, 30 minutes, 46 seconds elapsed

    In hammer the map + 3Dskybox is half of a full grid in top view. And I still need to optimize the final layout. So I hope compile will go a bit faster in the end

    Quote from sk3tch

    Wesley...For some reason that reminds me of what a TFC2 map would look like. Looks unique.

    Really? Any screenshots, I'm interested in seeing it

    I've been thinking about the rocks, I kinda want rocks like in the movie "Duel" they look like what I have atm, but they aren't very nice right now. Maybe I'll make props for them, once the layout is complete I think I'll just make big props of rocks and replace the displacements. This should give a much better look. Not sure yet though.

    Here is a screencap from Duel, shows the rocks I wanted:

    [Blocked Image: http://www.jahsonic.com/Duel.jpg]

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • February 14, 2007 at 10:47 PM

    3rd map I'm finishing for Off Limits, the biggest yet. Still a lot to do, like making some of the rocks go into the 3Dskybox, and lots of tweaks / fixes. Still need to open up the canals underneath the rocks as well.

    [Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_002.jpg]

    [Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_004.jpg]

    [Blocked Image: http://www.wesleytack.com/images/undersiege/undersiege_010.jpg]

  • CTF-Kernel

    • Wesley Tack
    • February 14, 2007 at 11:43 AM
    Quote from VoodariuS

    So what about spotlight? ^^

    Making a poll and asking it wont make it happen.

    Very nice screens though, a bit more screenshots wouldn't harm, you see very little of the whole map imHo. But the shots posted are very nice work.

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • February 13, 2007 at 10:44 PM

    inspired by fortress forever ?

    looks nice none the less

  • SVN directory's ? TortoiseSVN

    • Wesley Tack
    • February 9, 2007 at 10:59 AM

    Give them some time, god knows they need it... ;p

    They should just get some guys from the mod community to fly to their offices for 1 or 2 months and fix / update all the content ;p

  • SVN directory's ? TortoiseSVN

    • Wesley Tack
    • February 8, 2007 at 11:18 PM

    This seems to be finally fixed thanks to the latest steam update...

    Hooray !

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