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  3. hessi

Posts by hessi

  • Post pictures of your young self extravaganza

    • hessi
    • March 17, 2007 at 6:52 PM

    1. i was blonde till the age of around 10. then my hair got almost black!

    me watching Boris Becker playing tennis on TV

    [Blocked Image: http://thomashess.net/photo47.jpg]

    me at the of maybe 12. on vacation in france. super cool sunglasses maybe the hippest kid in town!

    [Blocked Image: http://thomashess.net/photo48.jpg]

  • 2.73 GByte photos of plants and nature [torrent]

    • hessi
    • March 17, 2007 at 5:56 PM

    i am no botanist. all i see is trees or plants

  • 2.73 GByte photos of plants and nature [torrent]

    • hessi
    • March 17, 2007 at 5:14 PM

    i dont understand what you mean with acer, but as i can say this photos has been taken in fall. so a lot of the trees were already yellow and the leaves had taken damage from all the insects around.

  • 2.73 GByte photos of plants and nature [torrent]

    • hessi
    • March 17, 2007 at 2:06 PM

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

    due to the positive feedback on my first release of france photos ([email protected]

    75040504 (icq)

    derhessliche (skype)

    All photos you downloaded are not for commercial usage!

    If you want to use any of these photos for a commercial project contact me via email and we can discuss things out. ([email protected])

    If you want to use any of these photos in a free uncommercial project then you can do it. This includes game mods that are not reselled as retail version or don't make profit in any other way.

    Nobody is allowed to redistribute these photos in any other way (new torrent/dvd/download or any other way of distribution).

    Though if you want to copy it onto any other computer to save download time you should include this readme file!

    If you have any questions about the legal terms write me an email ([email protected])

    Now enjoy this collection of photos. download torrent here

    some examples:

    http://thomashess.net/CRW_9637.jpg

    http://thomashess.net/CRW_9415.jpg

    http://thomashess.net/CRW_9395.jpg

    http://thomashess.net/CRW_0414.jpg

    http://thomashess.net/CRW_0408.jpg

    http://thomashess.net/IMG_6664.jpg

    maybe a small advertisement to those who don't know how to use those photos to make models out of it: check out my video tutorials on tree modelling, texturing and maybe exporting to source engine.

    http://thomashess.net/index.php?cat=4

  • I g6t 4 pr6bl31 w1th 3y k4yb56rd

    • hessi
    • March 15, 2007 at 9:41 PM
    Quote from FrieChamp

    Probably...

    No....it has to be a....err...virus...that can`t be detected....OKAY it was the numpad that was active, but who came up with the idea to place a numpad on the regular keys?? Seriously that doesn't make any SENSE $&"#!!

    I totally made a n00b out of myself now - anyway - thanks for the help guys I need to remove a certain key from my laptop now....

    lawl you, sir, are an idiot. please remember me when i see you next time to point a finger at you and start laughing

  • Unreal vs Source.

    • hessi
    • March 15, 2007 at 9:37 PM

    i would call my dad an average user. we (those who work with computer all day) are power users. we already know where to look if something does not work correctly.

    the average 14 or 15 year old boy has never used a computer for more than writing a text in MS word or playing new games.

    My dad already made some scans of photos and corrected some scratches and colors. so i'd call him not that dump.

    maybe "average" is a bit of an unclean defined word.

    average = working with Word and basic office applications

    or

    average = users with basic knowledge of computer graphics and at least 5 years of experience

    to come to an end:

    3d software is complex and is always hard to learn. there are ways to make it easier for new people that have already a background knowledge of 3d and graphics and so on. but as i would say there is no way to satisfy everybody (absolute newbies, average people, power users).

    If i only look at pure levelediting (no model or texture creation) i think the hammer editor is pretty simple and rough. not that much buttons. only a hand full of menus. UED owns you with a big bunch of menus and submenus and secret key commands and so on. I'd probably guess an absolute beginner would deal easier with hammer in the first few weeks. then should jump over to some ued kind of editor to easily work with light and get quick results and then might jump back to source/hammer to apply his knowledge on this editor and engine.

    i dont know if that came out clear enough, but always looking at all kind of implementations is a big plus for a personal skill level. just knowing that there are things that are not as good as implementations in other packages is something people need to get along with.

    thats why we are still waiting for the perfect engine that is easy to learn, has a simple and fast production pipeline, has high quality results that can be applied to different artistical styles. and thats neither ued nor hammer/source.

    resume: all engines and editors are crap and i stop modding right now

    :wink:

  • Unreal vs Source.

    • hessi
    • March 15, 2007 at 3:46 PM

    maybe somehting where we could meet each other would be a pipeline where both ways are implemented. the hard code on the one hand and GUI for those who have short/quick tasks to do. you could access basic stuff via the GUI and get more complex with an advanced text editor (having a slider bar instead of a line in a textfile doesnt make a big difference in my eyes).

    i disagree with photoshop as an example for "easy to learn even there is much complexity". my dad got his own computer and he always asks me things he could possibly figure out on his own. he calls me on the telephone or i should show him via VNC or so.

    and of course complexity is not including unefficiency. neither does efficiency include complexity. BUT with a lot of software (and that includes several editors) those pseudo-rules actually can be applied. RTS games for example. or maybe some weirdo-engines that dont have its own editor at all.

  • Don't copy that floppy !

    • hessi
    • March 15, 2007 at 3:37 PM

    omg i copied dozens of floppies D: though there are still companies left -> the guys in the video are all liars!!!!111oneoneeleven!!

  • Unreal vs Source.

    • hessi
    • March 15, 2007 at 2:31 PM
    Quote from Hourences

    Source not being 100 percent (or actually 10 percent) WYSIWYG-thing because it has radiosity and the like is absolute rubbish. Its simply because the tools were badly designed, not because it can handle radiosity.What does radiosity matter in the end? Once lighting has been baked into lightmaps it doesnt make any difference what kind of lighting it was, for example if it had radiosity or not, because its just baked into an image and projected onto a wall. Unreal does exactly the same, Unreal already uses lightmaps since 1998 and already managed to show lightmaps in the viewport back. Blaming the radiosity is lame.

    And you may be able to set up your lighting blindly, I often do my lighting blind in Unreal too, but the average guy cant do this, and the inability to simply quickly check his lighting can be a huge hassle for such person. You do not only design tools for the experienced people.

    Regardless if you can or cant light a scene out blindly, a preview is NEVER bad to have.

    And the story has totally zero to do with the tools.

    And a thing not discussed yet is Kismet, visual scripting of gameplay and other elements in a level. You make pawns do stuff by adding event and action nodes and connecting them.

    you cant blame the editor for not supporting lighting preview. the hammer editor is not based on the engine because it is used to place convex objects next to each other. the compilers generate a concave mesh of the level and render the lightmap on this combined and merged mesh while the polygons might get subdivided in multiple parts. so a lightmap generated by the compilers would totally mess up on you brushes because it has a totally different vertex connection and triangle lists.

    of course i would not be mad at valve if they included such a previewing feature but if you ask me: i dont need it anyway.

    though i dont understand why it should take any longer to tweak a lightsetup. open up the engine, compile the level in fast mode (takes maybe 2 minutes), check it out, maybe recompile after some changes, reload the level in the engine. the only difference i see is that the UED has the engine window directly in the editor but as long as we are talking of speed i dont see a (big) difference.

    though why should an engine be made for beginners? making something avaible for beginners usually means making it not that flexible. i wouldnt call photoshop easy for beginners. as i started with 2d i always loved working in a single layer like paint does because i was confused by layers and groups and stuff. after a while i noticed the benefits i got with this complexity of the software. its the same with game engines: they can be complex but offer you a lot of features. there might be some complex ones that do not offer a lot of features (but thats neither source or unreal).

    any developer has put different features into their pipeline and engine but they had always to accept some disadvantages.

  • I g6t 4 pr6bl31 w1th 3y k4yb56rd

    • hessi
    • March 15, 2007 at 2:09 PM

    maybe you've turned on the num lock?

  • Unreal vs Source.

    • hessi
    • March 15, 2007 at 7:30 AM

    then why do you post or even look in here? D:

  • Army of Two

    • hessi
    • March 15, 2007 at 6:43 AM

    looks like fun concept to me. got to wait until release so we can see what they made out of it.

    funny teaser though.

    koko: did teasers ever show actual gameplay? i remeber E3's where games had 4 minutes trailers without any ingame scene. So i'd say its common and i dont care about the game. all that interests me now is: what will the game to this interesting teaser look like.

    360 \o/

  • Unreal vs Source.

    • hessi
    • March 15, 2007 at 6:34 AM

    i was talking of unreal tournaments and shizzle those games that provide the engine so ppl can use it for their mods.

  • Unreal vs Source.

    • hessi
    • March 14, 2007 at 9:40 PM

    i remeber saving dds files put into some package and while somebody changes the package you didnt see a change in your max or maya editor. so its not that perfect. when i change a tga and just click 1 button my model is updated. without having to re-/unpack.

    though i think we discussed WYSIWYG. technical limits due to technical decissions. and decissions means there people thinking of a problem evaluating all possibilities and then chosing the one that fits the best. unreal did take its fast all in one package while source takes its raytracing and radiosity features which results in a not 100% WYSIWYG

    though i dont miss a lighting preview in my editor. i already know when a lightsetup works or not. though if something does not fit i can recompile. if you are a tweaking pussy and change things 100 times you wont be happy (of course) but as long as you are having experience you maybe need to compile 3 times to get a perfect/acceptable look of something. and even then: you can compile a single region if the overall process takes too long. copy paste stuff into a temp file and you are done.

    reloading resources in hammer works not 100% smooth. reloading materials works fine but reloading models isnt supported at all. thats something valve could work on, but as i would possibliy agree with their management: as long as we can live with those handycaps and make a great game we dont change it and spend more time on the game itself.

    maybe thats why unreal games are kind of lame (ctf, dm and thats all) while halflife has always been a freaking cool story.

  • Unreal vs Source.

    • hessi
    • March 14, 2007 at 7:49 PM

    counter-strike???

    though valve didnt take any mod/levels developed on the source engine yet (except the hl2dm contest after they released the sdk in 2004) into the official product pool.

  • Unreal vs Source.

    • hessi
    • March 14, 2007 at 5:04 PM

    try both and decide for your self.

  • Unreal mapping community

    • hessi
    • March 14, 2007 at 2:41 PM

    Offtopic:

    james can you haxx0r the vmpi so we can use it for our own projects?

  • Unreal mapping community

    • hessi
    • March 14, 2007 at 12:52 PM

    WTF! i gave you some information on where to get learning resources in my first post. so why do you blame me?

  • Unreal mapping community

    • hessi
    • March 14, 2007 at 12:32 PM

    i worked with unreal2003/04 ??? made a single simple scene and light setup was like the biggest piece of crap i have seen in my entire life!

    why do people blame compile times? source is using a prerendered lightmap. that means: no waste of cpu for raytracing and other "useless static" stuff. so there is no way to make a realtime preview of a lighting in the editor because there is no such thing that can render a lightmap of an entire level in real time.

    so i am NOT b00n! i just call the fact, that there is no possibility if you decide to use prerendered lightmaps.

    why i dont vote for 100% realtime lighting calculation: lighting is almost static the whole time and the calculation of global illumination, hdr and all the other stuff just takes a bunch of time (as we can see if you hit a renderbutton in max, maya or launch vrad).

    i did never say unreal is the worst piece of code shit. it sure is a nice engine for what it is meant to be: fast pipeline, some nice shaders of the directx api and fast lighting calculation (that is not as good as a source or mental ray raytracer).

    blame me if you want but just calling a n00b because you disagree with me is kind of foolish.

    btw sourcefile and binary map file combined is not a feature i personally would like to have. my work belongs to me. though source-engine already offers too much!

    why should unreal be easier to learn? there is a source sdk wiki with plenty of information and you can grab a lot of knowledge from forums or already existing standard content.

  • Unreal mapping community

    • hessi
    • March 14, 2007 at 8:49 AM

    the bonus DVDs of unreal 2003 (or 2004???) hat a couple of video tutorials too.

    anyway: why should source not be a next generation engine? you think unreal3 is so uber 1337 because it is more hyped in the media and people tend to use the expression "next gen" frequently in the same sentence with "unreal".

    well do what you want, but if you are just looking for a new adventure, it is okay. if you think unreal is so much better, well then i think you might get disappointed, because you might miss a lot of features you had in the quake engines/pipelines.

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