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  3. Wesley Tack

Posts by Wesley Tack

  • blending cubemaps?

    • Wesley Tack
    • September 23, 2009 at 2:42 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.

    so OB doesn't need a normal map? hmmm will test that out tomorrow, as I was a bit worried about that too.

    Quote from dux

    That gantry could use some work

    I'll see to replace it with the overhead crane model I have in other areas, thanks for pointing it out

  • blending cubemaps?

    • Wesley Tack
    • September 21, 2009 at 2:46 PM

    Rob (Briscoe) told me on msn to use phong shading on my weapons instead, and I guess he's right too, it looks much better in the end.

    Back to the drawing board... Here are two weapons I quickly added a normal map to and phong shading:

    [Blocked Image: http://www.wesleytack.com/upload/phong01.jpg]

    [Blocked Image: http://www.wesleytack.com/upload/phong02.jpg]

    I'll be tweaking it a bit further later tonight.

  • blending cubemaps?

    • Wesley Tack
    • September 21, 2009 at 1:29 PM

    I was wondering if this is possible in source (if not it would be cool). Or maybe I'm just not placing cubemaps correctly?

    Things is, when you go from one room to the next the cubemaps on your weapon change instantly from the cubemap in one room to the cubemap in the next one, so in the blink of an eye the reflections on a weapon change and it looks weird and not so nice. I was wondering if you can have cubemaps blend in so that the transition from one to the other room isn't so hard, and instead it nicely fade in/out to the next?

    Or are there any other tips or tricks to make this look better?

    Thanks!

  • The Relationship Between Engines and Tools

    • Wesley Tack
    • September 6, 2009 at 2:10 AM

    I think it's still very possible to make whatever you want look good in current and also next gen engines. People imHo just over exaggerate with some of the work they make for small assets that in the end don't really add much to your level.

    You can still make realistic stuff with a minimal amount of resources. About 3DSmax, again, I think people spend too much time building ridiculously high poly models for the simple assets that don't really need all that work in the first place.

    It's not because a triple A company who has 50 to 80 people working on one game have the time and resources to do that that you as an individual have to go to that length.

    So answer your question, the tools are most definitely good enough for all engines out there and will be for quite some time imo.

  • The random model thread!

    • Wesley Tack
    • September 3, 2009 at 10:47 AM
    Quote from Chunks

    What res is your uv map?

    1024*1024

  • The random model thread!

    • Wesley Tack
    • September 3, 2009 at 1:34 AM

    omfg penE, that's hilarious! lol how dare you rape my shaft like that

    About what it is, Zyndrome came kinda close to guessing, it's a continuous ship unloader. Here is how it works:

    (I however didn't model it using any reference I basically made my own design of one by memory, so it might look somewhat different).

    [Blocked Image: http://www.cementdistribution.com/graphics/ibau2.jpg]

    I finished texturing it just now and I also quickly added a render of how it will kinda look ingame when assembled:

    [Blocked Image: http://farm3.static.flickr.com/2550/3883061194_621eb30942_o.jpg]

    [Blocked Image: http://farm4.static.flickr.com/3474/3883061252_f866662853_o.jpg]

    You can find all WiP stuff on our site btw: http://www.off-limits.be (I had it explained there what it was).

  • cl_leveloverview messing up (cs:s)

    • Wesley Tack
    • August 31, 2009 at 2:10 AM
    Quote from Marcos

    Thanks for the tips! I'll have another go at it nowedit: got i working now, thanks!

    success!!

  • The random model thread!

    • Wesley Tack
    • August 31, 2009 at 2:05 AM

    [Blocked Image: http://farm3.static.flickr.com/2493/3872142841_4349ef49f5_o.jpg]

    [Blocked Image: http://farm3.static.flickr.com/2424/3872142717_26960f7f12_o.jpg]

  • cl_leveloverview messing up (cs:s)

    • Wesley Tack
    • August 28, 2009 at 1:32 PM

    Hey,

    Making minimaps in general is a pain in the ass, I agree. I'll tell you how I create mine step by step (for a mod not CSS), maybe some step will clear it up for you?

    sv_cheats 1

    cl_drawhud 0

    impulse 200

    noclip

    fly from the center of your level up while looking down, until you see the whole level

    cl_leveloverview (best to know the correct number before doing it, so maybe do it twice, once to find the correct number, and do it again, cause it might start to fuck things up if you change or move the camera a little).

    As you mentioned, as soon as you move the camera, whole sections can disappear on you, so it's best to go central and make sure you got it all in one go. I have had minimaps where I had to move and take separate

    screenshots from the whole level, and combine them in photoshop.

    Hope this helps somewhat?

  • Nostalgia - Old mods

    • Wesley Tack
    • July 28, 2009 at 1:22 AM

    funny how Insurgency is already an old mod, they released not so long ago...

    One of my favorite old time mods was on Quake 2, called Night Hunters.

    You could play the predator, was really fun at night, playing dark levels, multiplayer, not knowing where the predator was.

    I couldn't find any screenshots, just their old website:

    http://www.fragit.net/nighthunters/news.shtml

    and a youtube video, sadly they aren't playing a match in it:

    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.
    *edit*

    ok they kinda do play the mod in this video a bit

    god I miss Quake2! :/

  • TRON Legacy

    • Wesley Tack
    • July 25, 2009 at 11:10 PM

    Been hyped for this quite some time, seeing the trailer in HD now totally blew me away, and seeing Bridges in it, awesome!

    Some really cool movies in the making now, and soon they will be unleashed upon us, great times!

  • Level Design Help Files

    • Wesley Tack
    • June 18, 2009 at 12:04 PM
    Quote from Sentura

    i'm actually looking for a tutorial for configuring max to export to .smd models (preferably one easy to follow). alternatively if someone has theirs set up, maybe they can guide me?

    Just download the wunderboy SMD export/import files from http://www.wunderboy.org/

    Set up your file (make model/texture/collision model).

    Select the main model, export selected, select "Source SMD (*.smd) save as modelname.smd and select "export reference SMD"

    Then again, export selected (same model), save as modelname_idle.smd and select "export sequence SMD"

    Then hide your selected model, leaving you with the collision model, control+A, export selected as modelname_phys and select "export reference SMD"

    That should be enough to make the .qc file and compile the prop for ingame usage.

    About how to set up a model / file for export that needs a bit more explaining, but just make sure it's pivot is at 0 0 0, reset X-forms, use multi-sub materials and make sure the path of the .max file and the .tga file are correctly set up to use the same structure as your mod.

    Hope that helps you a bit further.

  • Gravity Hook

    • Wesley Tack
    • June 11, 2009 at 4:58 PM

    I've been cursing on this ever since I saw this thread (so has my brother). My maximum score so far is 1149m.

  • I need a submarine topdeck gun, anyone?

    • Wesley Tack
    • June 3, 2009 at 2:21 PM

    As to not start a new thread I'll ask here.

    Does anyone know any animators that would be willing to help us out with weapon animation fixes and character fixes if needed? Someone dedicated of course

    We need to address some animation issues and the one thing we haven't had the luxury of having is a dedicated animator who is there for us the past few year.

    So, if you have any contacts or MSN's of people you know and think might want to help us out please PM me with their contact info, would be much appreciated!

    Thanks!

  • I need a submarine topdeck gun, anyone?

    • Wesley Tack
    • May 22, 2009 at 1:27 AM

    I ended up making a new submarine myself to fix all the issues I was having at once. I still need to fix some art placement on and around the sub itself, but it's pretty much final. It's based off of the British Royal Navy Astute submarine (with a Russian logo on it ).

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip57.jpg]

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip58.jpg]

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip56.jpg]

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip54.jpg]

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip55.jpg]

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip59.jpg]

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip60.jpg]

  • I need a submarine topdeck gun, anyone?

    • Wesley Tack
    • May 8, 2009 at 1:08 PM
    Quote from Wunderboy

    Yeah that's not my sub. This one is -> http://www.wunderboy.org/mapmodels.php

    Cool, saw the download link and I quickly added it in the scene to have a look at it (interesting to know a model is rendered much more when it's in the water, didn't know that).

    I thought you might want to see it, so here it is:

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip47.jpg]

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip48.jpg]

    I wont use it though, because it doesn't work as well game play wise, it would work better if I was allowed to edit it, but you are very clear in your readme file

  • I need a submarine topdeck gun, anyone?

    • Wesley Tack
    • May 8, 2009 at 12:03 AM

    Robert Briscoe donated ND_Russia as it was to Off Limits because Nuclear Dawn wasn't going anywhere, and he wanted his work to be played at least and not end up as a portfolio piece. Rob asked all people involved in this level if it was ok for their stuff be used in Off Limits, which was ok for everyone. I knew about the possible commercial deal at the time Rob gave his consent so to be sure I spoke with the Managing Director of InterWave (who now has control over Nuclear Dawn) Michiel Beenen and discuss if me having the level ND_Russia and it's assets would be a problem, and it was no problem because they will make their own new levels and they wont as far as I know use the level at all.

  • I need a submarine topdeck gun, anyone?

    • Wesley Tack
    • May 7, 2009 at 9:14 PM

    Oh stolve...

    Friechamp: Not so good [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

    Quote from Wunderboy

    This wouldn't happen to be for my u-boat model would it?I was going to make a deck duck (as a separate model/entity) but lack of time demand pushed it to the back burner.

    aha! so you made that! Yea I think it is that model you did, I've had to adjust it somehow to get it to work game play wise.

    You can now also swim underneath it, and the top deck is now accessible as well (and I might still model the front and back end of it

    as well because I think I'll make that work as well). This would actually be a good time to ask (do you still have the full model with nose

    and rear?)

    The status on Russia is, after 6 months of playtesting and iterations it's getting close to being 100% done, layout/design wise and artwise.

    I've done a lot of flow fixes to it because of the fast pace Off Limits has. The main areas are all still the same looking, but behind the scenes

    the level has changed completely. I think all in all I redid 80% of the BSP. I'll post it when it's 100% final with some more details on it.

    This is a recent image of the subroom, but atm the top deck is just flat, there were some crates on it for cover, but I would prefer to keep

    it 100% sub, so I'm looking into a possible weapon on it

    [Blocked Image: http://www.wesleytack.com/upload/tankliftwip44.jpg]

  • I need a submarine topdeck gun, anyone?

    • Wesley Tack
    • May 6, 2009 at 4:36 PM

    thanks!

    I sent them a mail, although I doubt I'll get these as it seems they were made for a Studio and they appear to be outsourced for a company.

    But you never know!

  • I need a submarine topdeck gun, anyone?

    • Wesley Tack
    • May 6, 2009 at 12:55 PM

    Hey,

    Has anyone here ever made one of these models or know someone who did? It can also be an artillery one that kinda looks like it, I'll make it fit. Because of lack of time and it's the only asset I would still like for a level I'm finishing I'm asking here. I'm sure there's somewhere someone who made this as a portfolio piece and doesn't use it for anything? If I don't find one till next week I'll just smash one together myself quickly (but it would be nicer to get a proper one )

    Thanks!

    [Blocked Image: http://www.wesleytack.com/upload/HN-British-4-inch-submarine-gun-4.jpg]

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