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  3. hessi

Posts by hessi

  • Cs_occupation Beta2

    • hessi
    • April 23, 2007 at 6:27 PM
    Quote from Pingu_swe

    I changed the skylight for a more soft look. You are also right about the orginality and I honestly don´t know how to deal with it .

    well finish this map because it doesnt look bad and then think of a new setting or maybe setting that hasnt been brought to the maximum of quality. maybe something that is more like phantasy environment (this crossplayer game has an awesome environment art. maybe you can hook on it). or make some maps for a mod team. usually new mods require completly new content. such as insurgency or dystopia or nase2.

    if you want to stay with counter-strike you maybe want to remake some old beta maps (cs_tire, cs_siege) and bring the layouts to new environments. for example make cs_siege an arizona or amazona themed map. get your self some creativity

  • Waldmeisterschaft - Ahoj Brause [2d scrolling game]

    • hessi
    • April 23, 2007 at 6:02 PM

    i made some different kind of leveldesign in february. today the game launched it is a neat flash based jump n run game where i had to create the leveldesign and level graphics + HUD

    this project was a new experience for me that i really enjoyed, because 2d leveldesign is different in many ways + i REALLY love cartoony games so this job gave me the opportunity to check out how to create vector based graphics + cartoony assets.

    play here:

    http://waldmeisterschaft.ahoj-brause.de/spiel.html

    levels/worlds i created:

    world 1:

    http://thomashess.net/waldemar/hoehle.jpg

    world 2:

    http://thomashess.net/waldemar/dschungel.jpg

    world 3:

    http://thomashess.net/waldemar/dschungel2.jpg

    world 4:

    http://thomashess.net/waldemar/schlamm.jpg

    world 5:

    http://thomashess.net/waldemar/gebirge.jpg

  • Cs_occupation Beta2

    • hessi
    • April 23, 2007 at 5:43 PM

    [Blocked Image: http://hem.spray.se/furuslatt/bilder/cs_occupation/cs_occupation_beta2d.jpg]

    the ambient color of your skylight is too blue/saturated. reduce the saturation like 70% make it a soft/decent blue. atm its much too strong

    the rest looks pretty solid, but lacks of originality

  • Write about the person above you...

    • hessi
    • April 22, 2007 at 6:39 PM

    he is posting too much in EOT forums

  • Write about the person above you...

    • hessi
    • April 22, 2007 at 5:21 PM
    Quote from KoKo5oVaR

    He's angry and hairy, also plays rock&roll

    he is my french bro! no girlfriend, just geek!

  • [WIP] DoD_Nightingale

    • hessi
    • April 21, 2007 at 5:25 PM

    i dont think so, but you could decompile it and then rescale in the qc file. i dont have the sources anyway so i would recommend you to properly recompile.

  • [WIP] DoD_Nightingale

    • hessi
    • April 21, 2007 at 4:43 PM

    bell is still missing. maybe you want to rip the bell i made for de_mediterrano. i give you my permission!

  • Stack overflow in neighbors - Vrad

    • hessi
    • April 20, 2007 at 6:32 PM
    Quote from BioPulse

    Had this error with one lightmap being shared across too many hitting faces seems like it comes up with a wide variety of problems.Zombie@computer has got a brain the size of texas if you ask me, a few years ago he solved alot of my problems when vlatitude was still active (or well, when I was active on there... since I haven't looked on there for years)

    But I think hessi, maybe your stairs had lightmap problems, since it's alot of faces and ususaly not alot of lightmaps, I ususaly find it better to make stairs in a modeling program if i can manage, since it allows you to be a tad more creative without such problems i think.

    i played around with geometrie. even my model was a func_Detail it CSGed really strange. though modeling might be an alternative BUT there wont be any lightmaps + model is much more memory usage when releasing the file + extra content + changing world geometry results in reexporting the model (maybe)

  • The random model thread!

    • hessi
    • April 19, 2007 at 9:47 PM

    real time strategy

  • WIP in WIP, post your level screenshots!

    • hessi
    • April 15, 2007 at 2:26 PM

    /!\ doenerking filter detected /!\

    rest looks cool. maybe a bit empty. colors are pretty "hip"

  • ugly black shadows on displacements

    • hessi
    • April 14, 2007 at 11:09 PM

    fast vrad compiling may result in such ugly shadows. otherwise post exact compiler command you used!

  • WIP in WIP, post your level screenshots!

    • hessi
    • April 13, 2007 at 9:08 PM

    looking pretty cool though! i'd love to see this as a playable map will you post the uni project as soon as it is done?

  • Hawker Hurricane MK1

    • hessi
    • April 12, 2007 at 9:02 PM
    Quote from Dradz

    looks like an FW-190?...and Hessi that is Old Skool! looks great though, amazing your paints were not all solid.

    ....wonder how many mappers/modelers here were plastic modelers/diorama builders back in the day -- ahhh, the smell of testors glue!

    ..and Hessi, no comments on my dod_Rouen post? was hoping you would rip it apart, but must have not been worth the effort?

    i dont want to start fucking with you but the screenshots were pretty early to give serious critic. either a map layout (a bsp/overview) would be nice, but those screenshots were just too empty. i am sure with some more effort this could turn out good.

  • [WIP] DoD_Nightingale

    • hessi
    • April 12, 2007 at 6:20 PM

    alba, this castle like tower is bugging me. somehow it is looking really noobish to me. you just took 1 texture and built up a complete building -> no details -> no trims -> no unique places. maybe you should add either some overlays and add variation to the tower or you start with a neat texture that has a cool gradient. maybe i will make you a paintover

    edit:

    http://%7boption%7d

    image speeks for itself

  • Post your batch!

    • hessi
    • April 12, 2007 at 6:16 PM

    maybe because i included the %sourcesdk%/bin folder to the windows PATH variable too

  • Post your batch!

    • hessi
    • April 12, 2007 at 5:57 PM

    defrag as you can see form my screenshot, the batches are in the bin folder so i dont need any env variables

  • Post your batch!

    • hessi
    • April 12, 2007 at 8:15 AM

    batchfiles? for compiling? what are you talking of?

    i made some batches to make the compile tools avaible in the context menu. http://www.thomashess.net/haxx0r_batches.jpg

    cp_fast.bat

    Code
    vbsp.exe %1
    
    
    vvis.exe -fast %1
    
    
    vrad.exe -ldr -fast %1

    cp_full.bat

    Code
    vbsp.exe %1
    
    
    vvis.exe %1
    
    
    vrad.exe -both %1

    cp_leak.bat

    Code
    vbsp.exe -leaktest %1
    
    
    pause

    cp_ldr.bat

    Code
    vbsp.exe %1
    
    
    vvis.exe %1
    
    
    vrad.exe -ldr %1

    cp_hdr.bat

    Code
    vbsp.exe %1
    
    
    vvis.exe %1
    
    
    vrad.exe -hdr %1

    cp_prop.bat

    Code
    vbsp.exe -onlyprops %1

    and for maya:makedevfolder.bat

    Code
    @ECHO OFF
    
    
    
    
    cls
    
    
    
    
    set /p SourceProjectName=Please enter your projectname: 
    
    
    
    
    ECHO Creating folder structure for %SourceProjectName%
    
    
    mkdir %SourceProjectName%
    
    
    cd %SourceProjectName%
    
    
    mkdir scenes
    
    
    mkdir materialsrc\models\%SourceProjectName%
    
    
    mkdir model_sources\%SourceProjectName%
    
    
    mkdir references
    
    
    mkdir dxf
    
    
    ECHO ---------------------------------------------
    
    
    ECHO explanation to the paths:
    
    
    ECHO scenes - maya scene files
    
    
    ECHO materialsrc\models\%SourceProjectName% - tga-texture files which you want to get exported
    
    
    ECHO model_sources\%SourceProjectName% - exporter will write qc and smd files here
    
    
    ECHO references - reference files like photos. NO TGA-TEXTURES!
    
    
    ECHO dxf - exported levels from the hammer editor
    
    
    
    
    ECHO ---------------------------------------------
    
    
    ECHO Batch file written by Thomas Hess aka hessi, 2006
    
    
    ECHO www.thomashess.net
    
    
    cd ..
    Display More
  • Hawker Hurricane MK1

    • hessi
    • April 11, 2007 at 6:46 PM

    i saw this tank at polycount after i posted here. i feel ashamed

    actually i am not so pro in this modelling so this small piece will only be used as a reference for some maya model then (i think)

  • Hawker Hurricane MK1

    • hessi
    • April 11, 2007 at 1:16 PM

    [Blocked Image: http://thomashess.net/model_wip3.jpg]

    finished. now porting this to maya / dod (when i got the time)

  • Hawker Hurricane MK1

    • hessi
    • April 10, 2007 at 11:12 PM

    usually we call that unfinished. i think this is a wip forum and i still didnt paint everything + have to wait until the color is dry.

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