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  3. Wesley Tack

Posts by Wesley Tack

  • Swap Buffers

    • Wesley Tack
    • October 24, 2007 at 1:38 AM

    I have used specs and normals in source before, just on a props for a quick test (without looking at the framerate back then). But now I wanna do more with it in source, and now I'm starting to do some tests before starting the real work.

    I did some tests without HDR and no specs, that seemed to work a lot better indeed, I'll do some more tests tomorrow, but it looks like I'll need to work without specs/hdr...

    anyway, thanks for clearing it up R_yell

  • Swap Buffers

    • Wesley Tack
    • October 23, 2007 at 10:27 PM

    Hello,

    http://www.wesleytack.com/upload/normalmaptest0000.jpg

    http://www.wesleytack.com/upload/normalmaptest0001.jpg

    I'm turning to the hard core Source mappers for a quick question.

    I was planning to start a new project on source and wanted to do some quick tests. So before making my own textures I took the one posted on Stefan Heinrich's portfolio as a test ( http://www.stefanheinrich.com/ great work btw).

    What my question is, with normal map and specular turned on the framerate is very low and the swap buffers are going through the roof. The next screen shows the same material without normals and specular, same result (bit better frames). This is just a box map, I'm looking into the void behind the wall (so there is nothing else). I only use 4 textures on the BSP, 1 skybox, 1 wall, 1 ceiling, 1 floor. No dynamic lights, map compiled normal with HDR and cbuildcubemaps. No leaks in map, everything is "ok". So whats up with the swap buffers? How on earth can one make a full normal mapped environment on source if 1 texture already gives trouble? Anyone got a clue?

    Thanks in advance!

  • 3DS Max 9 SMD exporter update.

    • Wesley Tack
    • October 19, 2007 at 6:34 PM

    was just going to make a post asking for an SMD export for max 9... great work! thanks

  • ol_styx (Off Limits map)

    • Wesley Tack
    • September 18, 2007 at 9:42 PM

    you sure are late lol

    There have been some new shots released for Off Limits last week taken in this map (yes we are getting close to release ;p )

    [Blocked Image: http://www.off-limits.be/mediarelease/m…02-09-07-01.jpg]

    [Blocked Image: http://www.off-limits.be/mediarelease/m…02-09-07-03.jpg]

    (WiP Alien view)

    [Blocked Image: http://www.off-limits.be/mediarelease/m…02-09-07-06.jpg]

    The rest of the screens can be seen on our site: http://www.off-limits.be/

    Hope you like it and hopefully people will stop playing CSS or TF2 for a while to play this

  • prop_vehicle_jeep in HL2:DM

    • Wesley Tack
    • June 16, 2007 at 12:22 AM

    yea, thought so...

    oh well, I converted the whole shizzle into off limits, so it's ok already

    thanks

  • prop_vehicle_jeep in HL2:DM

    • Wesley Tack
    • June 15, 2007 at 7:47 PM

    Hey,

    Got a quick question, is it possible to drive the buggy model in HL2DM?

    I can load the model in HAMMER with the HL2DM setup, but when I start the level in HL2DM it says, unknown entity prop_vehicle_jeep and it doesn't spawn. I also tried the "impulse 82" command, same thing... And the prop_vehicle_drivable does show up in game, but once i get inside it, i'm stuck, and I need to restart the level..

    any ideas?

    thanks

  • block physics shadows?

    • Wesley Tack
    • June 12, 2007 at 4:48 PM

    my hero!

  • block physics shadows?

    • Wesley Tack
    • June 12, 2007 at 3:54 PM

    Hello,

    As we all know physical shadows are seen through geometry.

    I was wondering if there is any way to block that. I don't really care

    that you see some smaller props shadows casting beneath something. But we recently added a new spawn system for Off Limits, and the forcefield used is a physic object. Anyway, the shadows of that forcefield are shown on the floors below (once activated), and it looks rather stupid. I hope there is any way to fix this? I tried adding a double floor underneath it (hoping it would cast on that, since it doesn't show the shadows more than 1 floor down..) but that didn't work. If there is no way around it I'll just make it so that area is not accessible (but thats my very last ultimatum). Hope someone knows of a cheat to fix it otherwise?

    Thanks!

    [Blocked Image: http://www.wesleytack.com/upload/ol_styx0001.jpg]

  • Off Limits: Playtester: The Sequel

    • Wesley Tack
    • April 11, 2007 at 11:50 AM

    We are at the stage where we could use some dedicated playtesters who want to help us find and destroy bugs in our current build. This to help speed up our release.

    We usually play Sundays at 7pm (UK time), but this doesn't mean we wont play others dates or hours as well.

    I have uploaded a short movie of our latest playtest to show you what you would get yourself into.

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

    So, if you want to help us out, register on our forums and post a reply here: http://%7boption%7d

    You will soon after get access to our private section where there is some reading to do from your part.

    Mind you that we only want dedicated people who check our forums for updates on bugs and those who post them. Playtesting is hard labor and not some picknick!

    We'd like to start a playtest this Sunday already at the given date. So don't waste time!

    Thanks,

    Wesley Tack aka Simon

  • Insurgency Media Release

    • Wesley Tack
    • April 5, 2007 at 9:29 PM
    Quote from Dodger

    Looks actually better then BF2

    BF2 is 20x bigger, 3x higher? have drivable tanks/jeeps flyable helicopters/jets etc etc...

    But yes, I concur, Insurgency looks hot, respect to all that devote their time on it! Lets hope it plays hot too

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • April 2, 2007 at 1:28 AM

    No screenshot, but a video of the map I posted shots of some time ago (the one with the big dock crane + boat). We had a playtest on it this evening, and I recorded a small bit of it (sound isn't too good). Map plays very smooth so far too, which makes me happy

    http://users.pandora.be/simon.wt/OffLim ... rsiege.avi

    (xvid: http://www.koepi.org/XviD-1.1.2-01112006.exe )

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • March 21, 2007 at 6:38 PM

    Tomdom, looks really cool, looks kinda STALKER-isch

    Dodger, what the hell is such a big overhead crane doing in that small ass tunnel with nothing heavy to lift ?

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • March 9, 2007 at 11:35 AM

    Architecturally very wrong indeed, but i like the design / colors used.

    Looks good

  • ns_machina

    • Wesley Tack
    • March 8, 2007 at 10:11 PM

    I saw three pictures ? And now my eyes hurt!

    I have 3D glasses you know!!

    This map is like everyone else said, very nice. A lot of different lighting, and the fugues or whatever you want to call it fits nicely in the environment.

  • Crysis editor

    • Wesley Tack
    • March 6, 2007 at 11:55 AM

    Man I can't wait to move on from HAMMER, and source all together. Soon I suppose... soon ;o

  • Off Limits: Playtester Requests

    • Wesley Tack
    • March 5, 2007 at 2:34 AM

    It's related to Source or Valve, all physical objects do that, nothing can be done about it, even HL2 has them

  • Off Limits: Playtester Requests

    • Wesley Tack
    • March 5, 2007 at 1:33 AM

    We are working on some final weapon issues at the moment, but we would like to get some more internal dedicated playtesters on board. A few dozen would do the trick, people who are not only going to play the game, but also stress it and find bugs (in code and mapping) and post them with screenshot on our forums to fix. We usually playtest on Sundays around 7pm UK time. Here are some shots of todays playtest (only 4 people played, which is why we need more in the near future).

    [Blocked Image: http://users.pandora.be/simon.wt/playtest01.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/playtest02.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/playtest03.jpg]

    Those who have the time and dedication can go to our forums and post their info in this thread:

    http://%7boption%7d

    Thanks

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • March 2, 2007 at 2:26 PM

    The thing is, to make it a believable dry dock I would need to do a lot of changes to the layout of the map, since a real dry dock isn't usually opened from the side, but the front. Or a dry dock is lifted out of the water with the boat on it. But, the way I made the dry dock, 100% sure it would also work. I've been in construction my whole life working for my dads construction company. And I try and create things that would work, even though unpractical as this dry dock here, but it would work

    I will however look into all crits given to me so far, that's why I post here, to receive crits, and to learn from them

    Things to do:

    * repeated textures less obvious

    * lock texture update (beams)

    * dry dock detailing (make it more believable)

    * update rocks/cliffs over the entire map

    I hope to finish the map in 2 or 3 weeks, and start working on other non-mapping Off Limits stuff, so we can get it released asap

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • March 2, 2007 at 11:19 AM

    Use your imagination

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • March 2, 2007 at 9:50 AM

    There will always be some repeating textures, in a map this big it's hard not to have them. Some textures I will try and replace with new ones eventually. The rock texture especially (not seen in that shot). But most of the screenshot I post are taken in noclip mode. When you run in the map they aren't as noticeable. The dock is where the map ends, I wanted to place something there to make sense and also close up the edge with it. It's a dry dock / loading / unloading dock. I'm not sure one like this exists, but I'm sure the way I made it is would work for real too . About the support beams, like I said the textures need updating (one of the updates was to make it less specular) but in reality the support beams of pistons are stainless steel, and they hardly rust at all, even under water. But I'll try and make them less conspicuous. Also, the whole map theme is a dried out landscape, so there is no water anywhere, thats why there is nothing behind the walls of the dry dock. But there was water there at some point in time.

    I'll fix the crits that have been giving, thanks for the input! Still a lot of work left on the map.

    *edit*

    Just checked out the new compile i did tonight, here are two new shots of that area as it looks now:

    [Blocked Image: http://users.pandora.be/simon.wt/dock01.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/dock02.jpg]

    If you look on the minimap in the corner you'll see a bit how big it is, the minimap shows about 1/6th of the full map size. I took these in 1st person view to show that the texturing isn't that repeating from below

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