[Blocked Image: http://thomashess.net/ouch.jpg]
burned my hand at the engine of my mini cooper last friday while my choke/gas-pedal got stuck and tried to fix it ![]()
[Blocked Image: http://thomashess.net/ouch.jpg]
burned my hand at the engine of my mini cooper last friday while my choke/gas-pedal got stuck and tried to fix it ![]()
i want to be brazilian too ![]()
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die untern blaetter sind ja auch wie alle anderen auf einem plane. das ist bei der im moment horizontal ausgerichtet. d.h. parallel zum boden. aus der aktuellen perspektive sieht man jetzt jedoch ganz krass die polygonbauweise heraus. wenn du jetzt ein vertikal ausgerichtetes plane da reinsteckst, dann siehst du sowohl von oben als auch von der seite keine ekligen "flachen" flaechen. aus blickrichtung des astes ist es im moment wie ein - aber was besser waere +
quasi 2 ueberkreuzte planes die einmal horizontal und ein mal vertikal da drin stecken. dann sieht es von oben und von der seite gescheit aus.
http://thomashess.net/exchange/tutorial ... eaves.divx
check that tutorial!
your tree has an ugly polygon border at the bottom. place some leaves in 90˚ upwards at the bottom, so that the player won't look straight into a "thin" polygon. i hope you did understand what i am trying to say.
seems like the compiler didnt like some stairs i made. kind of a mircalce because the stairs werent complex at all. ![]()
i got this error while compiling some big map for source engine
google didnt spit out some good solutions so maybe someone has a solution here?!
C:\Documents and Settings\Administrator>vbsp "C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\materials
Loading C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3126 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_name_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_name_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (1503566 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 7864 texinfos to 3828
Reduced 692 texdatas to 539 (38166 bytes to 29701)
Writing C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp
24 seconds elapsed
C:\Documents and Settings\Administrator>vvis "C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf"
Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp
reading c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.prt
1618 portalclusters
3938 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (215)
Optimized: 3480 visible clusters (0.00%)
Total clusters visible: 400266
Average clusters visible: 247
Building PAS...
Average clusters audible: 685
visdatasize:349642 compressed from 673088
writing c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp
3 minutes, 42 seconds elapsed
C:\Documents and Settings\Administrator>vrad "C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[42 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp
13748 faces
5 degenerate faces
5572177 square feet [802393536.00 square inches]
89 displacements
879453 square feet [126641288.00 square inches]
Stack overflow in neighbors
Quote from happyernstthanks hessi for that nice suggestions,also your explanation to the black faces reason (dont know if i find that in xsi)
and yes to all what u say about the map.
good to hear that your already in the kitchen...
i have no xsi installed otherwise i would check out where you can do that. the manual of XSI should contain more information about vertex normals. it's really a basic feature so i would be really surprised if there is no way in changing them.
Quote from happyernsthessi: do you thinking about to make also an dod map some times?(would like to see this)
/me is in the kitchen. cookin' some cake!
uhm you trees are not bad but i see some mistakes i made in my early beginnings too:
[Blocked Image: http://thomashess.net/eek01.jpg]
1. proportion of thickness of the treetrunk compared to the rest of the tree (the one with the dark bark has really a massive trunk at the bottom and gets thin really quick with only few leaves. try either you should scale the bottom by 0.5 or 0.4 or you make the top of the tree bigger
[Blocked Image: http://thomashess.net/eek03.jpg]
2. lack of subdivisions. you need to add more subdivision at the ground. save them in the top where players wont recognize. i saw this one tree ingame where i askes my self if this is hl1 times ![]()
[Blocked Image: http://thomashess.net/eek02.jpg]
3. you shoul orientate all VERTEXnormals straight up so you dont get dark leaves in some areas. in maya there is a edit polygons -> normals -> set vertex normals tool. i am pretty much sure you have something like that in XSI too.
the itself is kind of too small and edgy. there are too man things that are clipped for player movement without any visual notice. i hate when maps just clip something without giving a visual notice that this area is not walkable. (for example this small stone wall or there is a wooden "lattenzaun" where 2 meters in front of it the player has to stop because a clipbrush blocks his way.
1 flag for the main battle is a bit too less. 3 main flags and 1 winning flag for each team. the dod_donner, dod_kalt, dod_flash, dod_ANYTHING_ELSE way of placing of flags is how it has to be done. i havent seen a good map handling flags in a different way. maybe you can change that.
another problem is: there is no main street or main route. all ways are pretty small and all areas are kind of capsuled from each other. make the map more "open". don't clip everything with a wall or a door. make some room for hordes of players rushing through the map. i want to attack with a team and not being blocked in a door because some fag wants to run backwards.
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Quote from nooba[Blocked Image: http://img230.imageshack.us/img230/8074/tree01ln1.jpg]First tree ever
moar leaves plz. did you use my photos/tutorials? ![]()
Quote from seiranother-dod-custom-mapbut loks nice
there cant be enough dod maps!!!1
this one reminds me of dod_sora btw ![]()
overall it looks cool, BUT
1. can you post screenshots that arent photoshoped/color balanced
2. your buildings look pretty much the same all the time. maybe some more variation (in the textures and heights of the buildings) would be cool.
and now go on ![]()
looks like a cool map. i will check it out asap.
there is one thing i absolutly dont understand: why is there air attack on the city while allied soldiers attack on the ground? suicide?
though this map isnt that cool. the graphics are all rough and blocky and unlovely made. for example this tower roof or the lighting. i remember you posting a first screenshots like a month ago but for this setting a professional artist would require at least 3 months of full time work.
i am pretty much sure you can do better if you take more time and invest in more --> custom <-- content. for example make some need textures that look more like a german city before ww2. make the ruins more detailed. pick a lighting that fits the situation. there is a bomber attack and i dont see any light flashes at all.
you'd handle your custom map projects better if you would start learning modeling and creating textures now.
Quote from KoKo5oVaRThink about the mac users, those who can't download a website if they want to consult it offline !!wait ..
mac users can still save a webpage, but 1. its fucking crap because hmtl is pain in the ass
2. mac users can print to pdf by default without buying any additional shit like windows users
3. mac's are awesome if you are more interested in working/reading/having fun (i remember windows crashing if a video codec is missing)
4. why are we getting so offtopic now?
there is only one compiler: studiomdl in the /bin folder of the sdk
pls die, k? thx! ![]()
made a speed tutorial on that topic. didnt take that much time to wirte text. i think/hope the images speak for themselves.
http://www.thomashess.net/exchange/tuto ... e_roof.pdf
http://www.thomashess.net/exchange/tuto ... se_roof.mb <- resource maya 7 file if you want to take a look at the result in 3d.
i used a lot of freezing and rotating. the rest is only move, scale, extrude and dublicate.
my kokozz~~
seir your country was busy with the cold war. so its ur fault!
capitalism for the win! ![]()