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  3. Wesley Tack

Posts by Wesley Tack

  • Hammer update!

    • Wesley Tack
    • April 30, 2010 at 10:26 AM

    yaaay, valve updated HAMMER... and once again break it along the way...

    jeez, how many days will I loose now because of this fuckup (or weeks)...

    this is what I have to work with..?

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

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • April 7, 2010 at 10:27 AM

    Nice work Steppenwolf! Must be nice to have a bunch of talented people working on your map, I guess paying people does help indeed

    Are you guys already playtesting, is the game play set and working? And is it fun to play? Should be cool to see it in motion finally.

  • The random model thread!

    • Wesley Tack
    • March 1, 2010 at 4:16 PM

    pffff, okayyyy..... pffff

  • The random model thread!

    • Wesley Tack
    • February 27, 2010 at 10:29 AM

    It's not like it's in a place players will hang out a lot I figured. I think people wont see it that much that it's a square cable. Those who will are campers and deserve to see a low poly cable

  • The random model thread!

    • Wesley Tack
    • February 25, 2010 at 9:43 AM
    Quote from Seldoon182

    Omfg keyframe_rope entity!!!

    I'm not sure what you mean by this, I'm sure it's cool though

  • The random model thread!

    • Wesley Tack
    • February 24, 2010 at 12:15 PM

    Been working a lot on creating assets for another Off Limits level, finished an elevator and elevator shaft today:

    [Blocked Image: http://www.wesleytack.com/wp-content/upl…/elevator06.jpg]

    [Blocked Image: http://www.wesleytack.com/wp-content/upl…/elevator01.jpg]

    [Blocked Image: http://www.wesleytack.com/wp-content/upl…/elevator03.jpg]

    More images on my blog:

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

  • Off Limits - Russia

    • Wesley Tack
    • February 8, 2010 at 7:47 AM

    Thanks for the kind replies, feels good after the amount of time that went into it, I can't wait to get it out so you can play it as well, really interested in what people will think of Off Limits!

  • Any male voice over actors here?

    • Wesley Tack
    • February 5, 2010 at 4:57 PM

    Ok, so I guess at least I've got Christian Bale to work with?

  • Any male voice over actors here?

    • Wesley Tack
    • February 4, 2010 at 1:41 PM

    That video is an example of the type of voice overs I was looking for, that's Battlefield: Bad Company

  • Any male voice over actors here?

    • Wesley Tack
    • February 4, 2010 at 12:42 PM

    Hey,

    Been trying to get some voice overs done for some time now and I was wondering if there are any free voice over enthusiasts here who would be willing to do some quick lines?

    Something along the lines of:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Basically imagine being in an action packed fire fight, but of course not overacting / shouting either These are the commands we need for Off Limits:

    *Encounter commands*

    ----------------------------

    Enemy Spotted

    Juggernaut Spotted

    Need Backup

    Go go go

    *Position commands*

    ------------------------

    Position covered

    Position overrun

    Defending this position

    Hold this position

    Regroup at this position

    Report in team

    *Communication commands*

    ----------------------------------

    Affirmative - Roger

    Negative - No can do - Fuck Off

    Requesting Pickup - I need a ride over here

    Fire in The Hole

    I added some variations for random picking in game. If you can also add a static/radio click effect yourself, that would be a plus

    Either way, if anyone is interested please contact me or reply here.

    Thanks in advance!

  • Sprite prop flickering?

    • Wesley Tack
    • January 17, 2010 at 8:45 AM

    Flag settings:

    start on (unchecked)

    play once (unchecked)

    Sprite settings:

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

  • Sprite prop flickering?

    • Wesley Tack
    • January 17, 2010 at 1:29 AM

    This is what I use: materials/Sprites/light_glow03.spr

    Which one is more commonly used? And does work for sure?

  • Sprite prop flickering?

    • Wesley Tack
    • January 16, 2010 at 11:52 PM
    Quote from Seldoon182

    Did you try to target your model with a info_lighting ? Hope that's help. Cheer.

    info_lighting doesn't work when you use -StaticPropLighting, and info_lighting won't fix the problem

    Quote from JeanPaul

    sprite - render mode - world space glow

    they are all already like this, and I tried the other render modes as well.

    Like I said in my initial post, I tried most of the known possible ways to solve it, spent hours trying different things, I even tried prop_multiplayer where you can set render modes on props as well and that also didn't fix it.

    Anyway, I'm calling the level done and I'm not gonna fix this issue for the time being as it seems it wont be possible. Also, it's only apparent when you stop and try and find the exact angle when it starts to flicker, when people will be playing the game they will be in constant movement and combat, so for someone to really notice it it will be rare, so I'm just gonna leave it, it's a small issue, but I was hoping to fix it as I finished this level today. thanks for the help

  • Off Limits - Russia

    • Wesley Tack
    • January 16, 2010 at 6:11 PM

    I finally got around to finish this level 100% with the lighting feedback I received. We're testing this version tomorrow. Here are some new shots of it:

    [Blocked Image: http://farm5.static.flickr.com/4030/4277226456_8d1918a3e1_o.jpg]

    [Blocked Image: http://farm5.static.flickr.com/4062/4277226550_79609684da_o.jpg]

    [Blocked Image: http://farm3.static.flickr.com/2726/4277226622_fbd5759f3d_o.jpg]

    [Blocked Image: http://farm3.static.flickr.com/2754/4277226910_82c14ab574_o.jpg]

    [Blocked Image: http://farm5.static.flickr.com/4009/4277226958_a73a30faea_o.jpg]

    I also updated the minimap radar image you see ingame with the new lighting and decided to keep the exterior also in color. I'm not sure how it will work ingame (will test tomorrow):

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

    And here are two screens ingame with the HUD:

    [Blocked Image: http://www.wesleytack.com/upload/ol_russia0000.jpg]

    [Blocked Image: http://www.wesleytack.com/upload/ol_russia0001.jpg]

    Now I'm going to work full time on our other level which has vehicle support, I need to get that done as well before we release so we have at least 2 levels!

  • Sprite prop flickering?

    • Wesley Tack
    • January 16, 2010 at 12:11 PM

    yea I did that, I use 8 for the small wall light props (the single cage one) and 16 for the fluorescent ones, I remember even using something ridiculous like 64 or 256 and even that didn't work.

  • Sprite prop flickering?

    • Wesley Tack
    • January 15, 2010 at 11:54 PM

    So, as it turns out I did do these tests on sprites a while back, and as then today the same problem occurred constantly, I tried all render models on the sprite and they all flicker.

    I thought what you said would be an options for the prop behind the sprite (but props don't have render mode). What I did find out when you compile the map in cordon you don't get that?

    Does this mean anything? I don't know.. for now I'll leave it as it is I suppose...

  • Sprite prop flickering?

    • Wesley Tack
    • January 15, 2010 at 8:02 PM

    I have not! Looks like that might do the trick, will do some tests later tonight, thx man!

  • Sprite prop flickering?

    • Wesley Tack
    • January 15, 2010 at 7:17 PM

    Hi,

    Wanted to ask the opinion of you mapcore ladies on this last issue I'm having on this level..

    What happens is light props behind a sprite flicker when viewed from certain angles and I also tried

    moving the sprite further away as mentioned on the Valve wiki page, but that didn't help. Also the

    props behind a sprite become fully visible at some angles and then go back behind the sprite which

    is very obvious and looks kinda bad... I wonder if you can do something against this (but I highly doubt it).

    Still I hope maybe there is something to do about this... HELP! Here is an image of how I have it set up

    in HAMMER and you can see on the right from different angles the changes the light prop has.

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

    Thanks in advance!

  • Off Limits - Russia

    • Wesley Tack
    • January 6, 2010 at 11:47 AM

    Happy new year folks! lol, kind of surprised to see all these replies all of the sudden.

    The brushwork may look simple in some areas as pointed out above, the reason why

    is because Off Limits is fast paced and I didn't want players to be stuck on 8 unit edges

    nor did I want too complex geometry for the same reason. And making complex geometry

    to make it look nice and more detailed and then block it off with player clips to prevent

    just that is something I'm against, I want a player to see visually what he can and can't do.

    Also the fact that I started mapping with Quake2 and 3 where the game play is also fast

    paced and levels are simple brushes I guess has to do with that. For me I try to balance

    game play and visuals both at the same time. I also went through a lot of the Russia assets

    to update collision models also for that same reason. Off Limits levels are "what you see is

    what you get", meaning, every area you think you can reach, you will be able to, I don't want

    to restrict the player with clips, and to map in that way you need to sometimes think square.

    About the lighting comment, I redid the entire level with new much more darker and moodier

    settings (more like the sub room preview I posted last). I still need to do 3 areas with the new

    lighting, once it's done I'll post the new map shots. At the moment I'm working on another level

    with vehicle support, this is priority number 1 at the moment because we start playtesting again

    next weekend and I'd like to have it playable by then. Also the fact that Off Limits is being done

    mainly by 2 people doesn't give us much room to go into that very high standard of detail for every

    single corner or asset within a level. We are thankful that we get a lot of contributions from left

    and right, some bigger then others. Either way, Off Limits will be out within the next couple of

    months if all goes well and then you can all play it and judge the game play instead of screenshots!

  • The random model thread!

    • Wesley Tack
    • December 17, 2009 at 2:05 PM

    Damn that Wesley, he's a fool!!!

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