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  3. hessi

Posts by hessi

  • [BETA] de_losttemple2

    • hessi
    • August 12, 2007 at 8:41 AM

    yeah nice custom content. sadly counter-strike is a crappy game that in my honest opinion doesnt make fun at all :X

  • totally random texture thread

    • hessi
    • August 11, 2007 at 9:48 PM

    the lava need specularity/reflectivity! the rest looks kind of monoton/ut99 like :X it is all big stones and even more stones. but somehow i don't know what you could add there. maybe windows or something that emits blue light or maybe some greenery would be nice.

  • totally random texture thread

    • hessi
    • August 11, 2007 at 8:49 PM

    i made a concrete wall texture for a WW2 bunker too

    [Blocked Image: http://www.thomashess.net/concrete01.jpg]

    if i don't make a map with those textures i will release a nice texturepack

  • post your computer specs ~2007!!1~!

    • hessi
    • August 11, 2007 at 7:04 PM
    Quote from Thrik

    Yeah, NVIDIA have (finally) gotten a proper release schedule now, which should be a little nicer for gamers and developers so they can time things better. It was pretty random before.The general idea is that the high-end cards come out every autumn/winter, and the mid-end cards hit during spring/summer (afterwards).

    Not really trying to advise anyone with what they want to do, but I think knowing this is worthwhile.

    i thought of buying a new PC this autum/winter. will consider that i think i would donate like 1200Euro on a new one. Around 1500$

  • post your computer specs ~2007!!1~!

    • hessi
    • August 11, 2007 at 6:10 PM

    my 2.5 years old desktop computer:

    AMD 64 3500+ Winchester

    2GB RAM CL 2.5 in Dual Channel @ unknown Mhz

    20GB + 200GB + 300GB IDE HDD drives. 200 and 300 run at 7200 RPM. no idea how big the caches are.

    extern myBook Pro Drive with 500GB Western Digital HDD (Usb 2.0, FW400 and FW800)

    some random DVD burner with 16x speed writing DVD±R and 8xDVD±RW

    XFX 7600GS graphics with unknown memory size (i guess 256MB)

    running Windows x64 and Suse Linux 10

    Samsung 242MP LCDisplay (24" with built in TV tuner + several video interfaces SCART, Svideo, Component, VGA, DVI, ...) running in 1920x1200

    my macbook pro:

    Model Name: MacBook Pro 15"

    Model Identifier: MacBookPro2,2

    Processor Name: Intel Core 2 Duo

    Processor Speed: 2.16 GHz

    Number Of Processors: 1

    Total Number Of Cores: 2

    L2 Cache (per processor): 4 MB

    Memory: 2 GB

    Bus Speed: 667 MHz

    System Version: Mac OS X 10.4.10 (8R2232)

    Kernel Version: Darwin 8.10.1

    ATI Radeon X1600:

    Chipset Model: ATY,RadeonX1600

    Type: Display

    Bus: PCIe

    VRAM (Total): 128 MB

    Vendor: ATI (0x1002)

    Device ID: 0x71c5

    Revision ID: 0x0000

    ROM Revision: 113-xxxxxx-158

    EFI Driver Version: 01.00.158

    Displays:

    Color LCD:

    Display Type: LCD

    Resolution: 1440 x 900

    Depth: 32-bit Color

    both computers are connected to a 18Mbit Internetconnection with interleave low :DDD

  • totally random texture thread

    • hessi
    • August 11, 2007 at 1:15 PM

    what should reducing the texturesize bring? except let it look more blurry? can you precise what i should make better?

    [Blocked Image: http://img20.imageshack.us/img20/6149/duenengrasbd8.th.jpg]

    [Blocked Image: http://img403.imageshack.us/img403/2431/duenengrasverwurzeltdf7.th.jpg]

  • Skjalgs new pc

    • hessi
    • August 11, 2007 at 1:11 PM

    well i got all updates and stuff, but maybe it is just "windows" itself

    try out and watch for your self.

  • Skjalgs new pc

    • hessi
    • August 11, 2007 at 1:03 PM

    well ican tell you x64 is kind of a pain in the ass. all drivers and apps seem kind of fucked. i got so many crashes and instant reboots. hilarious! though my old USB TV device has no vista or x64 drivers i cant watch TV anymore.

    why 4GB? well did you ever paint a 4096x4096 texture in photoshop with around 100 layers? no? then try to with 2GB! saving the file takes like 1 minute and HDD is swapping all the time!

  • Sharps rifle

    • hessi
    • August 11, 2007 at 12:53 PM

    i don't know what you would need the wires for but anyway:

    http://www.thomashess.net/sharps_wires.jpg

  • totally random texture thread

    • hessi
    • August 11, 2007 at 12:35 PM

    i quickly made some displacements + detailsprites to check out how it will look ingame. i removed some strongly repetitive stuff from one of the sand textures. anybody knows how to create detailsprites that fade in instead of just popping up?

    [Blocked Image: http://thomashess.net/dod_invasion0008.jpg]

    [Blocked Image: http://thomashess.net/dod_invasion0005.jpg]

  • totally random texture thread

    • hessi
    • August 10, 2007 at 9:01 PM

    due to boredom i was making some beach textures. somehow the sand seems too red (the one that blends to the grass material.

    probably i am going to make dod beach map. i like dod_strand for the gameplay but visuals are kind of only 75% in any way i could finally use some of my photos. atm they are getting old while being untouched ;(

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

  • WIP in WIP, post your level screenshots!

    • hessi
    • August 10, 2007 at 6:11 PM

    you shouldn't give those trees shadows when they already are in the shadow of a building. looks really weird/faked/unnatural.

    rest is okay. kind of generic, but this implies a solid work.

  • Sharps rifle

    • hessi
    • August 10, 2007 at 5:38 PM

    "Fistful of Frags" mod

  • Sharps rifle

    • hessi
    • August 10, 2007 at 1:57 PM

    you have no specular on it? D:

  • Sharps rifle

    • hessi
    • August 10, 2007 at 1:19 PM

    the front of the model is not modeled because it is very uncommon that the player will look into his own rifle!

    it looks so thin because bachface culling is disabled in high quality mode from maya. so if i could enable it you would see that there are no polies to simulate the muzzle (and i did never even think of modelling them ).

  • Post your room pic extravaganza 2007!!!~

    • hessi
    • August 10, 2007 at 1:15 PM
    Quote from e-freak

    It WAS yours Yes - it is hessi's - he just linked wrong in his first post and i only corrected the link.

    actually you linked a wrong image. the one i posted was indeed hessis_mess3.jpg but somehow got lost on my webserver.

  • Sharps rifle

    • hessi
    • August 10, 2007 at 11:12 AM

    uhm i actually paid attention to the parts that will be seen close up in the iron sight :X

    http://www.thomashess.net/sharps2.jpg

    the wood could not get more detail there because it already took lots of space and in order to keep it seamless i had to go for a compromise :/

    thanks for the comment anyway

  • WIP in WIP, post your level screenshots!

    • hessi
    • August 10, 2007 at 9:12 AM
    Quote from Skjalg

    really hard for me to compete with the last maps that has been shown here :S[Blocked Image: http://www.pvkii.com/devjournal//data/upimages/pvk_town_firstlook_thumb.jpg]

    It was just a quick screenshot of the latest compile for a small post at the new devblog at the pvk2 site.

    (lighting is very very very very basic right now, I'm going to keep the nighttheme tho).

    this tree is a hell of FPS eater animation on trees might look nice, but it is costly on FPS. since source doesnt support sprite based leaves like other engines, those mesh based animations eat a big load of fps.

  • Sharps rifle

    • hessi
    • August 10, 2007 at 8:04 AM
    Quote from KoKo5oVaR

    You know what i think about it hessi , but did you made those engravings yourself or is it from photoref ?

    engravings are painted. i saw some photos and made myself photoshop brushes of generic shapes, then made several combination and finally applied a bunch of photoshop layer effects on it

  • Sharps rifle

    • hessi
    • August 9, 2007 at 10:06 PM

    yeah thats always a problem to make the metal look like metal. ingame a specularmask is used which makes it more reflective and therefore more metalic in some screenshots you might notice the yellow and blue lights i used to make the screenshots. besides regular brightness it is specularity you see there thanks anyway

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