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  3. Wesley Tack

Posts by Wesley Tack

  • Weird 1st person weapon problem!?

    • Wesley Tack
    • December 13, 2006 at 10:02 AM

    Thanks for all the replies!

    I made the sidewalks/street func_detail cause I thought it would help the performance, anyways, I compiled the map again last night, and this time beneath my feet there are no func_details anymore, sidewalks/streets are all simple brushes now. But still the weapons are so dark. Could this have anything to do with the hight of my map? Even though I placed my light_environment straight down...? What causes the 1st person weapons to light up anyway? I think the light_environment?

    Just to be on the safe side I'll also post my LOG, maybe you can see something in it that would explain things more?

    Code
    materialPath: c:\program files\valve\steam\steamapps\SourceMods\OffLimits\materials
    
    
    Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\OffLimits\maps\ol_styx.vmf
    
    
    fixing up env_cubemap materials on brush sides...
    
    
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    
    
    Building Faces...done (0)
    
    
    Chop Details...done (1)
    
    
    Find Visible Detail Sides...
    
    
    Merged 2672 detail faces...done (2)
    
    
    Merging details...done (1)
    
    
    FixTjuncs...
    
    
    PruneNodes...
    
    
    WriteBSP...
    
    
    done (2)
    
    
    writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\OffLimits\maps\ol_styx.prt...done (0)
    
    
    Creating default cubemaps for env_cubemap using skybox materials:
    
    
    skybox/de_cobble_hdr*.vmt
    
    
    Run buildcubemaps in the engine to get the correct cube maps.
    
    
    
    
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    
    
    skybox/de_cobble_hdr*.vmt
    
    
    Run buildcubemaps in the engine to get the correct cube maps.
    
    
    
    
    Finding displacement neighbors...
    
    
    Finding lightmap sample positions...
    
    
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    
    
    Building Physics collision data...
    
    
    done (1) (1295790 bytes)
    
    
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    
    
    Compacting texture/material tables...
    
    
    Reduced 3915 texinfos to 2404
    
    
    Reduced 497 texdatas to 436 (21361 bytes to 19199)
    
    
    Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\OffLimits\maps\ol_styx.bsp
    
    
    25 seconds elapsed
    
    
    
    
    
    
    
    
    1 threads
    
    
    reading c:\program files\valve\steam\steamapps\sourcemods\offlimits\maps\ol_styx.bsp
    
    
    reading c:\program files\valve\steam\steamapps\sourcemods\offlimits\maps\ol_styx.prt
    
    
     766 portalclusters
    
    
    1356 numportals
    
    
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 86 visible clusters (0.00%)
    
    
    Total clusters visible: 38340
    
    
    Average clusters visible: 50
    
    
    Building PAS...
    
    
    Average clusters audible: 151
    
    
    visdatasize:65923  compressed from 147072
    
    
    writing c:\program files\valve\steam\steamapps\sourcemods\offlimits\maps\ol_styx.bsp
    
    
    4 seconds elapsed
    
    
    
    
    
    
    
    
    [Reading texlights from 'lights.rad']
    
    
    [46 texlights parsed from 'lights.rad']
    
    
    
    
    Loading c:\program files\valve\steam\steamapps\sourcemods\offlimits\maps\ol_styx.bsp
    
    
    11559 faces
    
    
    4 degenerate faces
    
    
    1929582 square feet [277859840.00 square inches]
    
    
    25 displacements
    
    
    64295 square feet [9258601.00 square inches]
    
    
    11555 patches before subdivision
    
    
    242161 patches after subdivision
    
    
    346 direct lights
    
    
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 21039146, max 763
    
    
    transfer lists: 160.5 megs
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(476159, 394235, 215807)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(79085, 62099, 28859)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(15652, 11540, 4505)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(3314, 2313, 772)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(764, 504, 144)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(182, 114, 29)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(45, 27, 6)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(11, 6, 1)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(3, 2, 0)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(1, 0, 0)
    
    
    Build Patch/Sample Hash Table(s).....Done<0.3012 sec>
    
    
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    
    
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    
    
    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
    
    
    Ready to Finish
    
    
    
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    
    
    ------------       ---------------  ---------------  -------- 
    
    
    models                  17/1024          816/49152    ( 1.7%) 
    
    
    brushes               3880/8192        46560/98304    (47.4%) 
    
    
    brushsides           27609/65536      220872/524288   (42.1%) 
    
    
    planes               13044/65536      260880/1310720  (19.9%) 
    
    
    vertexes             23980/65536      287760/786432   (36.6%) 
    
    
    nodes                 2411/65536       77152/2097152  ( 3.7%) 
    
    
    texinfos              2404/12288      173088/884736   (19.6%) 
    
    
    texdata                436/2048        13952/65536    (21.3%) 
    
    
    dispinfos               25/0            4400/0        ( 0.0%) 
    
    
    disp_verts            1969/0           39380/0        ( 0.0%) 
    
    
    disp_tris             3104/0            6208/0        ( 0.0%) 
    
    
    disp_lmsamples      150380/0          150380/0        ( 0.0%) 
    
    
    faces                11559/65536      647304/3670016  (17.6%) 
    
    
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    
    
    origfaces             8315/65536      465640/3670016  (12.7%) 
    
    
    leaves                2429/65536       77728/2097152  ( 3.7%) 
    
    
    leaffaces            15509/65536       31018/131072   (23.7%) 
    
    
    leafbrushes           7950/65536       15900/131072   (12.1%) 
    
    
    areas                    4/256            32/2048     ( 1.6%) 
    
    
    surfedges            92005/512000     368020/2048000  (18.0%) 
    
    
    edges                61028/256000     244112/1024000  (23.8%) 
    
    
    LDR worldlights        345/8192        30360/720896   ( 4.2%) 
    
    
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    
    
    waterstrips           2062/32768       20620/327680   ( 6.3%) 
    
    
    waterverts               0/65536           0/786432   ( 0.0%) 
    
    
    waterindices         37176/65536       74352/131072   (56.7%) 
    
    
    cubemapsamples         319/1024         5104/16384    (31.2%) 
    
    
    overlays                55/512         19360/180224   (10.7%) 
    
    
    LDR lightdata         [variable]     7506712/0        ( 0.0%) 
    
    
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    
    
    visdata               [variable]       65923/16777216 ( 0.4%) 
    
    
    entdata               [variable]      261093/393216   (66.4%) 
    
    
    LDR leaf ambient      2429/65536       58296/1572864  ( 3.7%) 
    
    
    HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
    
    
    occluders                8/0             320/0        ( 0.0%) 
    
    
    occluder polygons       48/0             576/0        ( 0.0%) 
    
    
    occluder vert ind      208/0             832/0        ( 0.0%) 
    
    
    detail props          [variable]           1/12       ( 8.3%) 
    
    
    static props          [variable]           1/89920    ( 0.0%) 
    
    
    pakfile               [variable]    27847578/0        ( 0.0%) 
    
    
    
    
    Level flags = 0
    
    
    
    
    Win32 Specific Data:
    
    
    physics               [variable]     1295790/4194304  (30.9%) 
    
    
    ==== Total Win32 BSP file data space used: 40318120 bytes ====
    
    
    
    
    Total triangle count: 35590
    
    
    Writing c:\program files\valve\steam\steamapps\sourcemods\offlimits\maps\ol_styx.bsp
    
    
    1 hour, 14 minutes, 19 seconds elapsed
    
    
    
    
    
    
    
    
    [Reading texlights from 'lights.rad']
    
    
    [46 texlights parsed from 'lights.rad']
    
    
    
    
    Loading c:\program files\valve\steam\steamapps\sourcemods\offlimits\maps\ol_styx.bsp
    
    
    11559 faces
    
    
    4 degenerate faces
    
    
    1929582 square feet [277859840.00 square inches]
    
    
    25 displacements
    
    
    64295 square feet [9258601.00 square inches]
    
    
    11555 patches before subdivision
    
    
    242161 patches after subdivision
    
    
    346 direct lights
    
    
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 21039146, max 763
    
    
    transfer lists: 160.5 megs
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(476159, 394235, 215807)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(79085, 62099, 28859)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(15652, 11540, 4505)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(3314, 2313, 772)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(764, 504, 144)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(182, 114, 29)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(45, 27, 6)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(11, 6, 1)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(3, 2, 0)
    
    
    0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(1, 0, 0)
    
    
    Build Patch/Sample Hash Table(s).....Done<0.2943 sec>
    
    
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    
    
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    
    
    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
    
    
    Ready to Finish
    
    
    
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    
    
    ------------       ---------------  ---------------  -------- 
    
    
    models                  17/1024          816/49152    ( 1.7%) 
    
    
    brushes               3880/8192        46560/98304    (47.4%) 
    
    
    brushsides           27609/65536      220872/524288   (42.1%) 
    
    
    planes               13044/65536      260880/1310720  (19.9%) 
    
    
    vertexes             23980/65536      287760/786432   (36.6%) 
    
    
    nodes                 2411/65536       77152/2097152  ( 3.7%) 
    
    
    texinfos              2404/12288      173088/884736   (19.6%) 
    
    
    texdata                436/2048        13952/65536    (21.3%) 
    
    
    dispinfos               25/0            4400/0        ( 0.0%) 
    
    
    disp_verts            1969/0           39380/0        ( 0.0%) 
    
    
    disp_tris             3104/0            6208/0        ( 0.0%) 
    
    
    disp_lmsamples      150380/0          150380/0        ( 0.0%) 
    
    
    faces                11559/65536      647304/3670016  (17.6%) 
    
    
    hdr faces            11559/65536      647304/3670016  (17.6%) 
    
    
    origfaces             8315/65536      465640/3670016  (12.7%) 
    
    
    leaves                2429/65536       77728/2097152  ( 3.7%) 
    
    
    leaffaces            15509/65536       31018/131072   (23.7%) 
    
    
    leafbrushes           7950/65536       15900/131072   (12.1%) 
    
    
    areas                    4/256            32/2048     ( 1.6%) 
    
    
    surfedges            92005/512000     368020/2048000  (18.0%) 
    
    
    edges                61028/256000     244112/1024000  (23.8%) 
    
    
    LDR worldlights        345/8192        30360/720896   ( 4.2%) 
    
    
    HDR worldlights        345/8192        30360/720896   ( 4.2%) 
    
    
    waterstrips           2062/32768       20620/327680   ( 6.3%) 
    
    
    waterverts               0/65536           0/786432   ( 0.0%) 
    
    
    waterindices         37176/65536       74352/131072   (56.7%) 
    
    
    cubemapsamples         319/1024         5104/16384    (31.2%) 
    
    
    overlays                55/512         19360/180224   (10.7%) 
    
    
    LDR lightdata         [variable]     7506712/0        ( 0.0%) 
    
    
    HDR lightdata         [variable]     7506712/0        ( 0.0%) 
    
    
    visdata               [variable]       65923/16777216 ( 0.4%) 
    
    
    entdata               [variable]      261093/393216   (66.4%) 
    
    
    LDR leaf ambient      2429/65536       58296/1572864  ( 3.7%) 
    
    
    HDR leaf ambient      2429/65536       58296/1572864  ( 3.7%) 
    
    
    occluders                8/0             320/0        ( 0.0%) 
    
    
    occluder polygons       48/0             576/0        ( 0.0%) 
    
    
    occluder vert ind      208/0             832/0        ( 0.0%) 
    
    
    detail props          [variable]           1/12       ( 8.3%) 
    
    
    static props          [variable]           1/89920    ( 0.0%) 
    
    
    pakfile               [variable]    27847578/0        ( 0.0%) 
    
    
    
    
    Level flags = 0
    
    
    
    
    Win32 Specific Data:
    
    
    physics               [variable]     1295790/4194304  (30.9%) 
    
    
    ==== Total Win32 BSP file data space used: 48560792 bytes ====
    
    
    
    
    Total triangle count: 35590
    
    
    Writing c:\program files\valve\steam\steamapps\sourcemods\offlimits\maps\ol_styx.bsp
    
    
    1 hour, 7 minutes, 52 seconds elapsed
    Display More

    Thanks !

  • Weird 1st person weapon problem!?

    • Wesley Tack
    • December 12, 2006 at 8:42 PM

    well, underneath that street (which is func_detail) there is another brush (the main layout) but underneath that there is a void yes. If thats what you mean. If this is indeed the problem, then I don't really know how to fix that, or I would have to loose a lot of func_details, which would only be bad for the performance. I'll do some tests anyway, see if this is indeed the case.

    Thanks for the swift reply!

  • Weird 1st person weapon problem!?

    • Wesley Tack
    • December 12, 2006 at 8:21 PM

    Hello,

    We have had this problem for quite some time now, for some reason our weapons are always dark when walking on the level you spawn, but when you look up the weapon gets brighter. Or if not looking up and I jump on an object the weapon also lights up. Anyone have any idea's ?

    It's the same with or without specular maps.

    [Blocked Image: http://users.pandora.be/simon.wt/shadow_problem_01.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/shadow_problem_02.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/shadow_problem_03.jpg]

    Cheers

  • The random model thread!

    • Wesley Tack
    • December 6, 2006 at 2:34 PM

    Stolve, you should decrease the roundness of the 3 smallest axles 6 sides is enough.. and the one that conencts to the ceiling, have it stop in the square model, and delete the caps of the cylinder. And with the detailed gained from this you should make the holder around the big lamp the same segment of roundness as the lamp. You lose too much In those small parts imHo.

    *edit*

    lol, just read Acumen's reply, so yea, what he said.

  • specular problems :/

    • Wesley Tack
    • December 2, 2006 at 12:19 PM

    on interlopers someone replied with the answer:

    Quote from PHISH

    Well I was having a similar problem and I just learned that when using "$basealphaenvmapmask" 1white means no reflection, black means max reflection.

    This is contrary to when you use the normal maps alpha for specular reflection..in which case black means no reflection and white means max reflection. GG valve

    So there you have it, another valve issue, that makes it what? #534?

  • specular problems :/

    • Wesley Tack
    • December 1, 2006 at 12:30 AM

    There's so much stuff weird about how Valve makes stuff

  • specular problems :/

    • Wesley Tack
    • November 30, 2006 at 10:28 PM

    yea i did, i posted it, it didn't work.

    and since I don't use a normal map I'll just do as i did before and keep the spec map separate.

    Thanks for the help!

  • specular problems :/

    • Wesley Tack
    • November 30, 2006 at 3:30 PM
    Quote from FrieChamp

    It's usually a safe bet to post any technical questions in the "engine discussion" section, although the description doesn't really fit in this case. It should be changed actually and I've asked for it before, maybe if we all scream for it it will happen and I won't have to move threads all the time anymore

    Sorry, I wasn't sure where to post it, since its for a model I thought this was the best bet. I actually doubted between posting it in engine or modeling.. looks like I picked the wrong one

    e-freak: I dont have normal maps, where do I put it then ?

  • specular problems :/

    • Wesley Tack
    • November 30, 2006 at 10:59 AM
    Quote from Dennispls

    why is this in wip model section?

    cause I got no place else to go!

    thx philipk, i'll try it and let you know

    *edit*

    nope, didn't work

  • specular problems :/

    • Wesley Tack
    • November 30, 2006 at 9:48 AM

    Hi,

    I've made props with specular maps before, but up to this point I made the specular maps a separate file, like so:

    door_07.vmt

    door_07_spec.vmt

    With this for the door_07.vmt:

    (This shows my specular maps correct)

    Code
    "vertexlitgeneric"
    
    
    {
    
    
    	"$baseTexture" "models\props/door_07"
    
    
    	"$model" "1"
    
    
    	"$envmap" "env_cubemap"
    
    
    	"$envmapmask" "models\props/door_07_spec"
    
    
    }
    Display More

    What I would like to do, is place the specular map in the base texture alpha channel. When I copy/paste that same spec map in the alpha channel and compile it, the whole model is being reflected. This is the code I use for when the spec map is in the base texture alpha channel:

    Code
    "vertexlitgeneric"
    
    
    {
    
    
    	"$baseTexture" "models\props/door_07"
    
    
    	"$model" "1"
    
    
    	"$envmap" "env_cubemap"
    
    
    	"$basealphaenvmapmask" 1
    
    
    	"$envmapcontrast" 1
    
    
    	"$envmapsaturation" 1.5
    
    
    	"$envmaptint" "[0.4 0.4 0.4]"
    
    
    }
    Display More

    The door itself shouldn't reflect, only the window. But the whole door reflects. But it does work when I use a separate _spec file. Anyone know whats up? Or should I just keep using separate _spec files and don't bother?

    thanks!

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • Wesley Tack
    • November 30, 2006 at 3:20 AM

    We have a basketball in off limits, and it doesn't cause any problems.

    So tumbleweeds would be the same model, you can make them thats for sure. The only sad thing when you shoot it, it wont roll away

    But should be a nice map filler thats for sure.

  • ol_styx (Off Limits map)

    • Wesley Tack
    • November 29, 2006 at 11:04 PM

    Heres what I made just now, 4 hours work, for my map (and other Off Limits maps). This is to replace the Half-Life² doors, which are 108 triangles for some weird reason, when they could be 12 triangles. I modeled mine with 12 triangles. It may sound stupid, but if you count all the doors together in one map you get a total of 10.000 triangles difference, ed least thats what I save in my map by replacing them.

    http://www.wesleytack.com/images/doors/doors_001.jpg

    http://www.wesleytack.com/images/doors/doors_002.jpg

    http://www.wesleytack.com/images/doors/doors_003.jpg

    http://www.wesleytack.com/images/doors/doors_004.jpg

    Also, new images on my map with HDR support and color correction can be found here:

    http://www.wesleytack.com/level.html

  • SVN directory's ? TortoiseSVN

    • Wesley Tack
    • November 29, 2006 at 1:04 PM

    Hello,

    I don't know where to post this, I hope it's ok that I posted it here?

    Just curious if anyone knows how to fix the /SVN/ directory's in hammer for your textures/props?

    We use SVN for our mod, and i have all textures twice (which is a bitch). I remember there being a fix for that, but I can't find it anymore. Hope any of you know?

    Thanks!

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • Wesley Tack
    • November 23, 2006 at 7:47 PM

    cool, ingame already!

    looks a bit bright though, and yes, shadows would look a lot better.

    cool to see the model will be used ed least

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • Wesley Tack
    • November 23, 2006 at 1:32 PM

    I forgot all about this, r_yell, if you want my chuck wagon, msn me: simon.wt AT pandora.be

    the wagons that are used now could use some more texturing updates imHo, mapping looks great, for sure a mod i'll test. Since i'm a real fan of Sergio Leone's stuff (and you use his movies as reference) I think so ed least

  • The random model thread!

    • Wesley Tack
    • October 19, 2006 at 1:06 PM
    Quote from tomdon

    That truck is looking great, only real crit from me is there is a lot of similar shades of brown. How ever I don't know what the original looked like, so you may be staying true to the source.

    Thanks, heres a pic of the last remaining truck of the movie (there were 3 build). I'm using the original truck as a reference (the one that crashed in the end). So there isn't much references to be found except then to watch the movie frame by frame (which is what i've been doing most of the time).

    http://www.tenfourmagazine.com/feature/2004/MayCvr1.jpg

    http://www.tenfourmagazine.com/feature/2004/MayCvr2.jpg

    http://www.tenfourmagazine.com/feature/2004/MayCvr3.jpg

    http://www.tenfourmagazine.com/feature/2004/MayCvr7.jpg

    So as you can see it's pretty much brown all over the place

  • The random model thread!

    • Wesley Tack
    • October 19, 2006 at 8:59 AM

    I'll add to this thread aswell, i've been working on a replicant of the 1971 movie "Duel" truck + trailer (togheter 10.331 triangles) total of 3 models, tires/truck/trailer 2x1024*1024 and 1x512*512.

    [Blocked Image: http://www.wesleytack.com/upload/duel/duel_67.jpg]

  • ol_styx (Off Limits map)

    • Wesley Tack
    • October 18, 2006 at 12:30 AM
    Quote from Bic-B@ll

    that picture was taken standing infront of my dad's building

    Your dad owns a whole building in time square?

  • ol_styx (Off Limits map)

    • Wesley Tack
    • October 17, 2006 at 2:08 PM

    haha, yea i did use a time square image my mate took when he was in New York.

    The JVC globe, the ESPN ZONE ads and the big ad from motorola is the one you see with all the lights at the bottom.

    Here is the picture:

    [Blocked Image: http://www.wesleytack.com/upload/IMG_0035.JPG]

    I use references for a lot of things, so someone is bound to recognize something they know sooner or later

    These props were all made by Reko Dave btw http://www.bestofthebeast.com/

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • Wesley Tack
    • September 8, 2006 at 1:49 PM

    So, is this mod still going to be released? If so, you can use my Chuck Wagon I made for a western mod a long time ago that died.. a long time ago

    [Blocked Image: http://www.wesleytack.com/low/wagon_01.jpg]

    more pics here:

    http://www.wesleytack.com/low/wagon.html

    Let me know

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