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  3. Wesley Tack

Posts by Wesley Tack

  • Wesley Tack - Level Design/Art

    • Wesley Tack
    • October 9, 2010 at 12:56 AM

    hmm valid point indeed, never really thought of it that way.. not sure how to fix it though, maybe have 1 screenshot full size where you can hit "next"? and ditch all thumbnails, if there is such a wordpress plugin..

    maybe after I finished Off Limits I'll look into fixing this

  • Wesley Tack - Level Design/Art

    • Wesley Tack
    • October 8, 2010 at 4:41 AM

    Here is my site which I redesigned this year. It shows the projects I've worked on and a blog with my recent activities.

    http://www.wesleytack.com/

  • [Maxscript] UIMod = Advanced UI for modifiers

    • Wesley Tack
    • September 14, 2010 at 9:54 PM

    I think the idea seems nice (I haven't tried it yet), but from the looks of it you still and always will need the right hand menu for a lot of things such as connect/attach/cut/etc etc.. anyway, so if you have that menu showing you might as well also use the max default buttons? Still it looks like the script seems to work excellent and user friendly, sadly it's nothing I can use as I use max a lot. I recently installed max 2011 and reconfigured my keyboard and menus as well and my work flow is pretty fast because of it now, I just don't see it getting any faster using the script you made (and that's what scripts are meant to do). I guess if you could add all buttons and menus you wanted in your script and it runs in expert mode as a floating menu it might be cool to be able and use the full screen layout of max though. Just giving my 2 cents hope you're ok with it

  • Sprite prop flickering?

    • Wesley Tack
    • September 13, 2010 at 9:13 AM

    Well I had this issue again, last time I posted it it was for Russia, then I couldn't figure out why it was doing this but today I found out why... I was tweaking and setting up the collisions on small objects and fade distances for performance and such, after I done that suddenly all my sprites started to flicker again, so I knew it had to do with a recent change I made. As it turns out it were the fade distances that caused this. So don't set fade distances to any of your light props I assume with a sprite on it (which sucks cause you can save a lot on those to fade out).

    http://developer.valvesoftware.com/wiki/Sprites

    I updates the wiki page as well, not sure if this should be mailed to Valve and to whom so they can fix it perhaps...

  • Off Limits!

    • Wesley Tack
    • September 12, 2010 at 10:03 AM

    well it's been 18 months since I started this thread and boy not much has changed except I got some more work done on finishing the mod (which is mainly a map I need to finish so we can release). I took Styx (which I posted here a long long time ago when it was done) and redesigned it slightly to work for our new game play. Sadly enough the old design didn't work as it was made for our alien game play which we scrapped about 2 years ago. After my work on changing and fixing the game play and game flow on Russia to fit well for the Off Limits game play I started work on Styx, which will be our vehicle based map, so we'll release with two maps Russia and Styx and see from there on what happens with the mod. I'm finally after all this time close to finishing the newer version of Styx which I pretty much redid from scratch and updated a lot of the art to be more up to date, and with the new Orange Box engine and lighting I could update a lot. I posted an update on my blog with some work in progress shots for those interested can look here: http://%7boption%7d

    In that post I also posted 5 final screenshot of a finished area within the map (more will follow shortly).

    [Blocked Image: http://www.wesleytack.com/wp-content/uploads/2010/09/lobbyfinal01.jpg]

    [Blocked Image: http://www.wesleytack.com/wp-content/uploads/2010/09/lobbyfinal02.jpg]

    [Blocked Image: http://www.wesleytack.com/wp-content/uploads/2010/09/lobbyfinal03.jpg]

    [Blocked Image: http://www.wesleytack.com/wp-content/uploads/2010/09/lobbyfinal04.jpg]

    [Blocked Image: http://www.wesleytack.com/wp-content/uploads/2010/09/lobbyfinal05.jpg]

    I hope to finish this map somewhere in October, finalize and polish the remainder of Off Limits after that and release the bloody mod this year. It's been a long time overdue but we're close...

  • --> Low Budget Sci-Fi "GEMS" !!! <--

    • Wesley Tack
    • August 25, 2010 at 1:49 AM

    The Arrival with Charlie Sheen was a pretty decent Sci-Fi flick as well.

    http://www.imdb.com/title/tt0115571/

  • Sci-fi apartment complex (WIP UDK Environment)

    • Wesley Tack
    • August 16, 2010 at 10:21 AM

    Can't say I really see an apartment feel in these areas, need more room numbers and doors?

    Nice areas though, don't get me wrong, awesome work

    One thing I did notice in all shots is how you bend two sides across a corner in the ceiling light fixtures.

    I think it would look better if all four light fixtures were the same and the small connecting corner was

    an access plate where the fuses are for the lights and whatnot. Did a quick Photoshop on one corner to

    illustrate my meaning:

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

  • animation problems

    • Wesley Tack
    • August 13, 2010 at 10:59 PM

    Thanks for the help everyone, I just got it to work, the not linking worked indeed!

    I tried it before but what I forgot the first time was to apply the skin modifiers in the _reference file first before doing the _idle...

    arg!

    thanks for the help!!! I got moving flags now.. yaaaay

  • animation problems

    • Wesley Tack
    • August 13, 2010 at 5:20 PM

    The bones are linked, but when I don't link it to the mesh it stays rigid in game as well (as far as I remember, I'll retest this tomorrow).

    Thanks for the help, I hope it will work tomorrow!

  • animation problems

    • Wesley Tack
    • August 13, 2010 at 2:51 PM

    Ok,

    So I did some more digging around and here's what I have atm... (still doesn't work as video will show).

    I need to link the mesh to the bone, without the link the animation doesn't work at all.

    Now, I have 4 bones, but I can only link to 1 of the 4 bones, and as the video will show the one bone that the mesh is linked

    to is the one that source uses to move the flag, when I animate the other 2 below they simply don't work in Source (last part of video).

    In the video I do 3 parts:

    part 1 I simply move the one bone that it's linked to and export (this works in source)

    part 2 I rotate only the top bone where it is linked to, this makes the flag swing in source like a pendulum (this too works)

    part 3 I move the other 2 bones which I need for a fluent motion of a flag moving (this doesn't work)

    So basically I can use only the linked bone and none of the others, which I'm sure is possible, what am I missing here?

    http://www.youtube.com/watch?v=wG2Zt240tko

  • animation problems

    • Wesley Tack
    • August 13, 2010 at 11:51 AM

    yea I did use skin, but in the _reference.max (before animation) I linked the meshes to a bone, I think I don't need to do this though, gonna try it without the link as soon as I get home, should know more within the next 2 hours, I'll let you know

  • animation problems

    • Wesley Tack
    • August 13, 2010 at 11:01 AM

    yea the exports are correctly I can do rotation animations and such, but when I want to animate vertexes for the flags the flag plane stays rigid in the hl2mv, in max it moves fluently. In the video the 1st part is max (fluent) and the second part is hl2mv (rigid) like a swing on a clock. I just did 1 flag in this video to test, there are 5, the other ones aren't moving yet because I didn't wanna animate them until I know what's up with the rigid animation.

    I created a bone and linked the flag mesh to 1 bone, I think in Source it uses only 1 of the 4 bones (the one I linked the mesh to). Perhaps I don't need to link it at all to the bone as I did with my previous "simple" rotation animations, I'll try that when I get home.

  • animation problems

    • Wesley Tack
    • August 12, 2010 at 3:45 PM

    Hey,

    When all else fails I turn to you bright young minds of mapcore!

    I've been trying to animate a subtle movement on flags since yesterday, but nothing seems to work...

    In 3DSmax I added a 4 bone setup linked it to the flag mesh, then added the skin modifier where I add

    the 4 bones to the flag. When I do a quick test animation to see how it works in source it is rigid and

    the movement I have in 3DSmax is gone. Anyone know why this is happening?

    I made a quick video of it: http://www.wesleytack.com/upload/clip0001.avi

  • Alphabet LowPoly

    • Wesley Tack
    • August 5, 2010 at 5:15 PM

    For those who can use it I released a low poly alphabet! ;o

    It can be obtained here:

    http://www.wesleytack.com/?cat=9

    [Blocked Image: http://www.wesleytack.com/wp-content/uploads/2010/08/alphabet00.jpg]

  • American Mcgee's Alice II

    • Wesley Tack
    • July 28, 2010 at 3:38 PM
    Quote from SpicyTanuki

    ^^^ in that first shot I remember being completely blown away when that room split apart into that vortex

    me to, for me it's still one of the top gaming experiences I've had (the whole game that is), so I'm looking forward to see what they made of the sequel.

    The screenshots look promising.

  • [UPDATE] 3DS Max 2010 plug-ins now available

    • Wesley Tack
    • June 28, 2010 at 10:59 PM

    Thanks for scarring me even more to upgrade, I'm going to try and work with max9 for as long as possible (so far I can "run the product") I hope I can keep doing this for a while

  • [UPDATE] 3DS Max 2010 plug-ins now available

    • Wesley Tack
    • June 28, 2010 at 10:46 AM

    I've been using max9 since forever, and I would still prefer to keep using it but a license error suddenly keeps occurring for me and I'm gonna have to upgrade so it seems. As I see you did SMD import/export up to 2010. Any news when you will do the 2011 ones? If it would still be a while then perhaps I'll just get 3DSmax 2010 instead. No pressure! thanks

  • Hammer update!

    • Wesley Tack
    • May 11, 2010 at 11:33 AM

    Thought I'd post this here as well, it's been tested by both myself and Robert Briscoe and many other on the Steam support forums I'm sure, but this fix makes the currently broken HAMMER work again. Download this file:

    http://www.mediafire.com/file/uidmdhlow ... c_vs20.zip

    Follow these instructions (from the Steam forums):

    Quote

    Originally Posted by imanobody19 View PostAfter looking for about 2 days i've found the one file that breaks hammer view windows.

    Turns out its a shader problem.

    The fix requires orangebox/tf2 (I really dont know)

    *********

    Instructions:

    1. If you own one of the fixed orangebox hammer games there should be a "multiplayer ob binaries.gcf" open that with gcfscape.

    2. Now ive found the exact file that messes up the hammer viewwindows BUT when fixed it messes up whatever game you made the map for.

    3. Locate and extract "root\hl2\shaders\fxc\VertexLit_and_unlit_Generic_ vs20.vcs"

    to exact same space in the game diretory

    example: ep2 would be your folder "steamapps\\half-life 2 episode two\hl2\shaders\fxc\VertexLit_and_unlit_Generic_vs 20.vcs"

    4. Remove that file to another spot when you want to test your map because that same shader file messes up the start up menu

    **********

    So I hope this helps. (only tested for ep2 but should work for ep2 mods and for a fix sdk base 2007 mods would be to put in the sdk base 2007 folder)

    Display More

    If the folder doesn't exist create it.

    This will break the game menu they say, but if you are modding for a full conversion mod it shouldn't break it and you don't have to rename/move that file all the time.

    For instance, I had to place that file here: "C:\Program Files (x86)\Steam\steamapps\xxx\half-life 2\hl2\shaders\fxc\VertexLit_and_unlit_Generic_ vs20.vcs"

    This will break the Half-Life² menu, but since I'm modding for Off Limits, when I run Off Limits the menu isn't broken, so basically this fixes all issues if you don't use Half-Life² anymore.

    It's a shame the community had to go through to all these hacks to finally get it back to work and Valve doesn't have a clue most likely what's going on... Thank you user name: imanobody19 !!

    /me goes back to work on the new hammer, finally...

  • Hammer update!

    • Wesley Tack
    • May 3, 2010 at 4:59 PM
    Quote

    ":3cam91p0]lol, what the fuck man... You guys must really love source engine.

    We started this years ago even before HL2 was released... All I'm still using it for is to finish my current project, as soon as it's out and done with I quit Source (unless something big would happen..heh).

  • Hammer update!

    • Wesley Tack
    • May 3, 2010 at 12:37 PM
    Quote from Surfa

    Add -dx80 to the launch options and it should fix the problem. It seems as they broke the direct 9 version of the viewports.

    yea thanks, I saw this on the steam forums as well.. luckily the thing still compiles in the current state, at least I'm able to work in -dx80 mode and compile in the current "broken" mode ;o

    hopefully the full fix will arrive this week...

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