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  3. hessi

Posts by hessi

  • The random model thread!

    • hessi
    • August 18, 2007 at 9:14 PM
    Quote from Skjalg

    PVK2's new bigaxe [Blocked Image: http://www.jrporter.com/stuff/pvk_3fort0000.jpg]

    thats a big one

  • Lightbox & <iframe> - Request solution

    • hessi
    • August 18, 2007 at 12:13 PM
    Quote from Quakis

    Obviously, but how the site is currently put together I'd have constantly add any changes to the main page (say adding a new link) then make that same change to the others. With a all I have to worry about is content pages.

    there was some invention called PHP or maybe even wordpress :X

  • Lightbox & <iframe> - Request solution

    • hessi
    • August 18, 2007 at 11:25 AM

    i agree. frames are so 1999.

  • Post your pic extravaganza 2007!!!~

    • hessi
    • August 18, 2007 at 8:42 AM
    Quote from KoKo5oVaR

    After getting over that much chicks, you seem to need some sleep sindwiller, hahaha Long time i didn't posted some pics, i did with some friends the thing that is called "acrobranche" in french, basically you get through obstacles in the trees at 8/10 meters, but that must exist in other countries so you know what it is .

    [Blocked Image: http://kokosovar.free.fr/misc/acrobranche4.jpg]

    I think i did a great impersonation of hurg on that one

    [Blocked Image: http://kokosovar.free.fr/misc/acrobranche5.jpg]

    i'm the fucking cliffhanger

    [Blocked Image: http://kokosovar.free.fr/misc/acrobranche6.jpg]

    Display More

    i loevs my kokos

  • The random model thread!

    • hessi
    • August 18, 2007 at 8:38 AM
    Quote from Sentura

    how big is this thing?

    you see the door next to the ladder?

    thanks bitmap

  • The random model thread!

    • hessi
    • August 17, 2007 at 10:45 PM

    finished uv map and started texturing. applied an ambient occlusion layer with 1 unit fall off.

    [Blocked Image: http://www.thomashess.net/fumg_wip3.jpg]

    http://%7Boption%7D[Blocked Image: http://www.thomashess.net/fumg_wip4.jpg]

  • The random model thread!

    • hessi
    • August 17, 2007 at 4:53 PM

    [Blocked Image: http://www.thomashess.net/fumg_wip2.jpg]

    like 5500 polies finished modeling so i could start writing the text to my screens (i made like 130 screenshots (( that will be lots of work)

  • Meet mino - not just another shemale meeting point

    • hessi
    • August 17, 2007 at 3:27 PM

    when i hover skjalg and my link i dont see a color switching

  • [dods] dod_cherbourg

    • hessi
    • August 17, 2007 at 2:06 PM
    Quote from Rick_D

    It is ! He made the model.

    - Just cut the glass and compile both models with his respective material.

    but this makes it two models! but that doubles collision time + extra render batch.

    in my eyes it is really bitchy to search for such problems. this is a damn nice map.

    two textures, one for the body, with no alpha channel

    one for the glass, a smaller texture, with alpha channel

    you can control the properties of the materials, and get away with probably a smaller amount of tex memory and probably better performance as you haven't got a massive sheet of texture with only tiny parts alpha'd

    no. surface behavoir is conrtolled by the qc file which results in one material per model (not texture like material!)

  • [dods] dod_cherbourg

    • hessi
    • August 17, 2007 at 10:47 AM
    Quote from Seldoon182

    It is ! He made the model.

    - Just cut the glass and compile both models with his respective material.

    but this makes it two models! but that doubles collision time + extra render batch.

    in my eyes it is really bitchy to search for such problems. this is a damn nice map.

  • [dods] dod_cherbourg

    • hessi
    • August 17, 2007 at 10:06 AM
    Quote from Seldoon182

    [Blocked Image: http://www.uploadhouse.com/fileuploads/369/3691066889f7f9756614f1a09c1815e0ce2d43.jpg]

    - Never seen sparks on glass...

    well it is not his fault. you can only apply one surface onto a model. that means either everything looks like glass or everything is like metal. he did what i'd been doing too. though i aree it could be better, but sadly there are technical borders that cant be broken.

    i basically agree with your critics because i too went through this level a couple of minutes ago.

    to give some positive feedback: i really like the way you made those bombing damages. you have put lots of work and detail into them. great job!

    is there a playtest planned? if yes, count me in!

  • The random model thread!

    • hessi
    • August 17, 2007 at 8:39 AM
    Quote from e-freak

    your reference has 3 "legs" while the model has 4 of them.cool stuff none the less

    there are several variations of this thing. i got blueprints (with 4 legs) and i used them for the model. though nobody would notice ingame. "oh look it is a fumg 401 a but it only has 3 legs like the fumg 401 b"

  • The random model thread!

    • hessi
    • August 16, 2007 at 11:19 PM

    i was kind of bored tonight because noone wanted to play dod:S with me. so i decided it would be nice making another tutorial. this one on modeling basics. move rotate and scale tools wont be discussed because they are kind of too low level. instead the focus will be on maya related modeling features. like derformers, working with pivot, booleans, snapping and some general workflow tipps that should be paid attention to before texturing.

    the model i make is a WW2 radar station called FuMG 401 a

    here is a wip shot.

    [Blocked Image: http://www.thomashess.net/fumg_wip.jpg]

    stay tuned. i dont know when i will finish that piece but i definatly will. there is a big bunch of work heading for me in september.

  • How about...

    • hessi
    • August 15, 2007 at 10:46 PM

    a few days later? whats up. i want ze photos!

  • 3d Skybox Problem in Source Engine

    • hessi
    • August 13, 2007 at 3:54 PM

    hahaha. his new computer is too fast fast than the speed of light so there are no shadows!

  • 3d Skybox Problem in Source Engine

    • hessi
    • August 13, 2007 at 8:34 AM
    Quote from Skjalg

    mine too... Still doesnt explain the lack of shadows... and the shaking in 3d skybox.

    the shaking/jittering geometry is normal. it appears due to rounding problems. this jittering also appears in the 3d world. for exmaple go prone in dod:s next to a wall edge. i often see it flickering around

  • 3d Skybox Problem in Source Engine

    • hessi
    • August 12, 2007 at 10:48 PM

    maybe you got to increase the lightmap resolution for those objects in the 3d sky?!

  • totally random texture thread

    • hessi
    • August 12, 2007 at 10:06 PM
    Quote from ReFlex

    CGTextures Much better than hessis texture!

    well his texture doesnt tile very well in vertical direction. though he used a photo and only removed perspective. ((( i still like mine!

  • [BETA] de_losttemple2

    • hessi
    • August 12, 2007 at 6:53 PM

    :nag::nag: ok i think we should return to the topic and judge this map and not the games.

  • WIP in WIP, post your level screenshots!

    • hessi
    • August 12, 2007 at 2:04 PM

    it is also those colors you have chosen. low ambient value and grey sunlight :X

    you'd better spend some minutes on comparing with your photo references' lighting.

    though your textures need lots of polishing, because there is lot's of perspective left in them, which kind of makes it weird while looking at it from the wrong position. in any way i appreciate the use of custom material

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