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  3. Wesley Tack

Posts by Wesley Tack

  • The random model thread!

    • Wesley Tack
    • November 25, 2009 at 11:04 PM
    Quote from Lord Ned

    The map pimpage thread seems to give a lot more feedback than this one does, too me it's kinda just the same thing for models as it is for maps.

    Start mapping then!

    Maybe mapping gets more feedback since this is still "map"core and also doing a full map is a bit more of an undertaking then making single props, how nice they may be.

  • The random model thread!

    • Wesley Tack
    • November 24, 2009 at 4:19 AM
    Quote from Lord Ned

    Doesn't seem to be a lot of feedback going on in this thread.

    You could have used that post to give feedback too

    Besides, I thought the whole concept of these random model threads was to just show people what you are working on, like 1 WiP shot instead of making a new thread for it (which is something some people posting in these threads should do, as some post multiple WiP shots that don't have that much changes made to it, which is something that you can create your own thread for). But then again, maybe I'm missing the point of these threads...

  • Off Limits - Russia

    • Wesley Tack
    • November 18, 2009 at 4:19 AM
    Quote from Daivy

    I know what originally this map made for Nuclear Dawn and it will be in Off Limits's first released but can we see it in Nuclear Dawn commercial version?

    read the first paragraph:

    http://www.off-limits.be/?p=741

  • mitering corners - reduce visleafs? good for optimization?

    • Wesley Tack
    • November 15, 2009 at 6:08 AM

    I think a good use of func_brush and func_details and having a clean outer layout is good enough, I don't do that mitering thing either and so far I haven't had many weird visleaf or performance issues happening to me. It seems to me like extra work for something you don't really need.

  • Exavator WIP

    • Wesley Tack
    • November 8, 2009 at 6:04 AM

    Quality work here, nice going!

  • Battlefield Bad Company 2

    • Wesley Tack
    • November 7, 2009 at 2:37 AM

    DICE!

  • Off Limits - Russia

    • Wesley Tack
    • November 5, 2009 at 2:14 PM

    Thanks for the feedback and comments!

    I'm doing one last pass on lighting after receiving some comments about it...

    I'm also gonna go back to the more dramatic look from the original version.

    And I'm also making sure it will look ok with the -StaticPropLighting setting,

    which I didn't feel like doing at the time a couple of months ago

    The submarine dock is pretty much done already, this is how it looks:

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

  • Off Limits - Russia

    • Wesley Tack
    • November 3, 2009 at 12:43 AM
    Quote from Gloglebag

    Are ND and Offlimits ever going to be released.

    Off Limits will be, and I'm sure ND will too now that they're doing a commercial release

  • Off Limits - Russia

    • Wesley Tack
    • November 1, 2009 at 2:57 PM

    Originally made for Nuclear Dawn by Robert Briscoe (http://www.littlelostpoly.co.uk/index.htmlhttp://www.off-limits.be/?p=741

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • October 31, 2009 at 11:45 PM
    Quote from Lord Ned

    I'm really tempted to try a Assassins Creed cityscape in Source.[Blocked Image: http://www.gameinmind.com/.a/6a01157043f616970c011571e69451970b-800wi]

    that would be 2 easy?

  • Forum feature request

    • Wesley Tack
    • October 24, 2009 at 12:51 PM

    ah ok, I was thinking of the "thread rating" because somewhere in this thread I read something about stars on threads

    still, same things, post rating I don't see the need, maybe a simple "thanks" button like GA.net has where you can thank someone for their input or help given...?

    GA.net = http://www.game-artist.net

  • Forum feature request

    • Wesley Tack
    • October 24, 2009 at 2:44 AM
    Quote from Rick_D

    ratings systems are a nice way to see what people actually think

    I personally never really liked rating systems (some forums go way overboard with them).

    And to know what people think you don't need a rating system imHo.

    If you have posted a thread asking "do you like my work" and after 500 views and 0 replies I think you'll get the picture of what people think.

    Also, if people do reply don't you then read what people think, which tells more then a "thumbs up" image.

    I also think by adding a "cool" "thumbs up" feature people will only be attracted to those posts (which is what you are going for by starting this thread, basically you want to know what threads have cool stuff and which have noob stuff in it that you don't want to see). But that imHo is a bad idea cause then beginners won't get the attention they might need to improve their work (which is what a lot of forums like mapcore are for, helping people out, helping the community).

  • Forum feature request

    • Wesley Tack
    • October 24, 2009 at 2:08 AM

    This is mapcore, isn't every topic here supposed to be of the up most quality?

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • October 17, 2009 at 6:54 PM
    Quote from JeanPaul

    That doesnt really explain much, did ND change into this?

    Nuclear Dawn still exists, they were picked up (after being pretty much dead) by a Dutch company called InterWave who is making it into a commercial game. I however got the level Russia from Robert and all the assets that came with it to be used in Off Limits (and I got the approval of all parties involved, this was arranged before InterWave picked up on ND). So, Nuclear Dawn is now being made by InterWave, all new maps (Russia wont be in it, as it is in Off Limits now). Also the version of Russia in Off Limits isn't anything close to the original ND map anymore (except for the look of course, which was awesome as it was). But to make it work for Off Limits I had to redo most of it and altered the design to fit our game play.

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • October 17, 2009 at 5:58 PM
    Quote from JeanPaul

    Off limits? I thought that was Nuclear Dawn? Someone explain whats going on hur?

    Someone search http://www.off-limits.be for the answer to that question.

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • October 17, 2009 at 5:50 AM

    Finished ol_russia this weekend, wanted to do something different with the minimap, make it seem like a world beyond those walls

    [Blocked Image: http://farm3.static.flickr.com/2475/4017838363_0a4bbd1ca9_o.jpg]

    I also added choppers in game flying over to make it look like they are heading for the base:

    http://www.off-limits.be/?p=583

  • blending cubemaps?

    • Wesley Tack
    • September 24, 2009 at 1:04 AM
    Quote from Term!nator525

    thats how valve did in left 4 dead. there is a standard normal texture for phong 64*64px.

    Where can you have a look at the L4D weapon models? I have 4 .gcf's:

    - base

    - binaries

    - client binary

    - sound

    (and I can't seem to find materials/models anywhere in these).

    I'd like to take a look and see how they have their weapons set up as mine keep doing annoying stuff that doesn't look good...

  • Fy_Mirrors_Edge (September, 22nd) wip

    • Wesley Tack
    • September 23, 2009 at 7:58 PM

    cool, keep it going (and keep those updates coming), you guys are doing a pretty amazing job!

  • Fy_Mirrors_Edge (September, 22nd) wip

    • Wesley Tack
    • September 23, 2009 at 12:10 PM

    Cool stuff indeed, I would however change the stairs in that one shot, you have a cool railing design and then a cheap stair case that doesn't match the design of the railings.

    I quickly did a sketch in max to show what I mean (I didn't do the railings on the stairs, but I would also add the 1 1/2" tube on the stairs in a soft curve same as the base of the stairs.

    Here a render of the base:

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

  • blending cubemaps?

    • Wesley Tack
    • September 23, 2009 at 11:54 AM
    Quote from Schmung

    Phongs are great for weapons, it's just a shame that you have to use a normal map as well unless you're on OB. In Ep1 you can just have your texture budget eaten away by unnecessary normal maps when all you want is a decent phong map.

    How exactly do you get the phone shader to work without the normal map? I tried disabling the normal map but I don't see it working ingame?

    Here's how my .vmt is set up currently:

    Code
    "OffLVertexLitGenericBW"
    
    
    {
    
    
    	"$SpecialVisionAmount" "0"
    
    
    	"Proxies"
    
    
    	{
    
    
    		"SpecialVision"
    
    
    		{
    
    
    			"resultVar" "$SpecialVisionAmount"
    
    
    		}
    
    
    	}
    
    
    	"$baseTexture" "models/weapons/omnicol_map1"
    
    
    	"$phongexponenttexture" "models/weapons/omnicol_map1_spec"
    
    
    //	"$bumpmap" "models/weapons/omnicol_map1_normal"
    
    
    //	"$normalmapalphaenvmapmask" 1
    
    
    	"$model" "1"
    
    
    	"$phong" "1"
    
    
    	"$phongboost" "3"
    
    
    //	"$phongfresnelranges"	"[0.05 0.15 0.25]"
    
    
    	"$phongfresnelranges"	"[1 2 4]"
    
    
    }
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