1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. hessi

Posts by hessi

  • de_wanda by warby ... final release !

    • hessi
    • December 15, 2006 at 11:25 AM

    then dont download the map?! seriously: don't play it if you don't like its fps rates. flaming this map because of its hardware needs is like calling a chinese teacher stupid because you don't speak his language that fluently.

    you can play yur default maps all day. go get your 200fps.

    for further discussion you could contact me via icq, irc or any other way.

  • de_wanda by warby ... final release !

    • hessi
    • December 15, 2006 at 11:10 AM
    Quote from L4zy

    You are again the only one that just cant handle with crititcs.

    Every medal has a turning point u know? My system is not

    high but good standard. If you only create maps for high ender

    you are absolutely wrong in the job.

    I stand my place: the soundscapes are shit because they almost

    dont exist.

    Display More

    it"s not that i wouldnt accept critics, but i don"t accept critics that are not well justified.

    if you want to add a good piece to your portfolio you might want to show it for the next 2 or 3 years without being ashame of it. though the fps is not that bad. i can play with around 30 fps on my 2 years old computer.

    don't get your problem. maybe you should realise that games do not run in 100 fps all time. this isn't hl1.

  • de_wanda by warby ... final release !

    • hessi
    • December 15, 2006 at 5:34 AM

    lazy, i disagree with you. soundsscapes are well done. you even here a coin when looking through one of those lenses.

    and your crappy fps: get a new pc. if we would still work on 300mhz work stations like 7 years ago, you wouldnt even have game physics at all.

    thanks.

  • de_wanda by warby ... final release !

    • hessi
    • December 14, 2006 at 9:34 PM

    oh my god. i am in t3h credits

    this map is gorgeous!

  • Weird 1st person weapon problem!?

    • hessi
    • December 14, 2006 at 9:22 PM

    no. that wasnt what i was talking about.

    i made a quick visualisation of what i mean:

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

    as you can see the ground is just a little bit bigger than it is actually visible. it is true that you will waste some lightmap space and rendering time on those polygon parts (!!!!) but your polycount won't get bigger.

    i think this is a pretty good way to simplify your leaf structure to get rid of tiny leaves. steppenwolf once said: a map should not take more than 5 minutes to compile vis in full mode. (or was it 30?) anyway. what this means, that a simple leaf structure will make it easier for you to optimise visibility.

    decompile some of valves dod:s maps and you will notice that they kinda made half the levels func_details. they actually displaced some sidewalks which means a bunch of extra polygons.

    and btw: polycounts are kind of overrated. it doesnt make a big difference if you render 100 or 10 polygons.

    so i think the method i posted is pretty good for a fast compiling process and good ingame performance

  • Need website design...yes I have a budget.

    • hessi
    • December 14, 2006 at 8:39 PM

    sounds like a big project. maybe you should consider hiring a small team to work out this website. first at all you would need a clearer concept. what will a user do with this website? only read? or is a visitor an actor to? such questions should be answered.

    in generel it sounds like an interesting website to make, but sadly i have not that much time to spend

  • Weird 1st person weapon problem!?

    • hessi
    • December 14, 2006 at 7:59 PM

    why using extra polygons? you could use the same brush and polycount as before. nodraw backfaces and extending the ground wouldnt mean to dublicate brushes.

  • WIP in WIP, post your level screenshots!

    • hessi
    • December 14, 2006 at 12:22 AM
    Quote from sk3tch

    That looks hot as hell! I have a question though: How do you make gold on walls like that?Same effect on de_corse in the church but I have no idea what the material file variables would be.

    then why dont you just ask me?

    i colored the cubemaps in a saturated yellow. that's all.

  • Weird 1st person weapon problem!?

    • hessi
    • December 13, 2006 at 5:11 PM
    Quote from Zacker

    I can't think of any reasons why a street or sidewalks should be func_detailed. Rule of thumb is that obstacles and small details should be func_detail, rest world brushes.Your log looks fine.

    A v_weapon model's lighting is determined by 2 things:

    - The light info from the lightmap patch directly below the origin/pivot of the model.

    - The nearest cubemap.

    there is one big reason:

    keeping vis leaf structure as simple as possible. if you have sidewalks as a regular brush it will create 3 leafs: one above the sidewalk, one above the street with the height of the sidewalk and a third leaf that is right above the last leaf.

    if you make the sidewalk a func_detail you will get everything running with only 1 leaf.

  • Weird 1st person weapon problem!?

    • hessi
    • December 12, 2006 at 10:45 PM
    Quote from Campaignjunkie

    I think the func_detail is blocking light from reaching the brush underneath - so when it samples the lightmap under the player's feet to light the weapon model, it chooses the dark world brush that's covered in shadow rather than the func_detail.My advice: Turn the street back to a world brush. Why would you func_detail it anyway?

    that was what i tried to recommend with my post

  • Weird 1st person weapon problem!?

    • hessi
    • December 12, 2006 at 8:33 PM

    i know this effect from hl1 and all valve games. its not a bug you can actually fix.

    it has nothing to deal with your model oder shading.

    it seems to depend on the level. some places tend to give the player view a crappy TNL light setup, so your view gets brighter or darker for a moment. i wont care about that unless its not in absolutly fullbright areas where your model gets dark.

    maybe you are walking on a func_detail? in old hl1 days this effect appead when walking over the void. for example you had some stairs as a func_wall and under the func_wall there was nothing then the skybox or the null texture.maybe you can look in this direction to _fix_ it.

  • Rock 24 - Single Player Half Life 2 Mod

    • hessi
    • December 11, 2006 at 7:09 PM

    funny accent

  • The random model thread!

    • hessi
    • December 10, 2006 at 10:43 PM

    is it for source engine? if yes i'd redo with 10x polygons. 10.000 polygons for tanks, flak and stuff is not that much!

    polygons look well placed anyway!

  • German minister wants to imprison gamers??

    • hessi
    • December 9, 2006 at 9:00 PM

    its just stupid politics with more stupid populist behavior.

    i give a damn and a lot of people do the same. in any way he will fail, because some jackass will get his guns anyway and run into a school to kill his old teachers D:

  • Portfolio

    • hessi
    • December 8, 2006 at 5:14 AM

    tables :X

    but your layout looks nice. i will add it to my link list today.

  • WIP in WIP, post your level screenshots!

    • hessi
    • December 7, 2006 at 10:00 AM

    i agree with Friedrich! looks cool and fresh. i hope we can see a beta in a few months!

  • WIP in WIP, post your level screenshots!

    • hessi
    • December 4, 2006 at 5:18 AM

    that building looks really nice! let it come, dude

  • RELEASE: ts_satancity

    • hessi
    • November 30, 2006 at 10:05 PM

    it's so... half-life 1.

    i dont know what to say. it doesnt blast me away. if it was 2002 now i'd suck on your balls, but sadly it is nearly 2007.

    it looks okay, but i dislike night themes in hl1. lighting is so poor which is mostly a result of the compilers and engine itsself. I have too say that you could have improved it more than this. working with addive textures to fake soft lights or making some windows glowing to simulate indoor lighting would have been awesome.

    overall its a good map, that can compete with other old hl1 maps.

  • Post Your Pic Extravaganza 2006 ~~!

    • hessi
    • November 30, 2006 at 10:01 PM
    Quote from generalvivi

    hessi always looks ferkin sexy . I gotta grow me a beard or somthing

    join the beard club on mapcore. lead by koko and me. goatee

  • Post Your Pic Extravaganza 2006 ~~!

    • hessi
    • November 29, 2006 at 6:13 PM

    "The germans are winning the war on mapping" btw whoms quote was that?

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™