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

  • 3ds max video tutorial on compiling props

    • hessi
    • August 8, 2006 at 9:46 PM

    good lord max is just a pain in the ass with source exporting D: single click maya export ftw

    anyway: good tutorial

    edit: i should do a quick videotutorial on pralls maya exporter too.

  • Flat brushes in Hammer

    • hessi
    • August 8, 2006 at 6:46 PM

    you dont have to place it on all unseen sides if you work proper because the compiler eliminates faces that are either outside the world or that are aligned to another brush without a gap. (like old csg compiler did)

  • Flat brushes in Hammer

    • hessi
    • August 8, 2006 at 6:30 PM
    Quote from Polaris

    No I mean a regular rectangular brush that's been flattened to create a 2-sided brush.

    hammer can display that but its not working with the engine. you m ight eliminate those faces with a nodraw material on it. then the compiler will drop those polygons -> speed up

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • hessi
    • August 7, 2006 at 2:23 PM

    i will make an image for you

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

    you need to copy paste the red place. the blue one only tells you "dont paste over me"

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • hessi
    • August 7, 2006 at 1:16 PM

    you could copy past it out of the vmf using notpad. got to check out for my self right now

    edit: works just fine. small tutorial:

    1. copy your brush with the single displacement to a new map file. save it as disp1.vmf

    2. destroy all displacements on this brush and create new ones where you want them to be. save as disp2.vmf

    3. mark all _new_ displacements with a small height so that the face where the old one shall be is not marked (it shall be 100% plane in out disp2.vmf

    4. now open up disp1 and disp2 in notepad or wordpad or any other editor.

    you will see something like this:

    Code
    versioninfo
    
    
    {
    
    
    	"editorversion" "400"
    
    
    	"editorbuild" "3569"
    
    
    	"mapversion" "2"
    
    
    	"formatversion" "100"
    
    
    	"prefab" "0"
    
    
    }
    
    
    visgroups
    
    
    {
    
    
    }
    
    
    viewsettings
    
    
    {
    
    
    	"bSnapToGrid" "1"
    
    
    	"bShowGrid" "1"
    
    
    	"bShowLogicalGrid" "0"
    
    
    	"nGridSpacing" "64"
    
    
    	"bShow3DGrid" "0"
    
    
    }
    
    
    world
    
    
    {
    
    
    	"id" "1"
    
    
    	"mapversion" "2"
    
    
    	"classname" "worldspawn"
    
    
    	"skyname" "sky_day01_01"
    
    
    	"maxpropscreenwidth" "-1"
    
    
    	"detailvbsp" "detail.vbsp"
    
    
    	"detailmaterial" "detail/detailsprites"
    
    
    	solid
    
    
    	{
    
    
    		"id" "2"
    
    
    		side
    
    
    		{
    
    
    			"id" "1"
    
    
    			"plane" "(0 0 64) (256 0 64) (256 -256 64)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[1 0 0 0] 0.25"
    
    
    			"vaxis" "[0 -1 0 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    			dispinfo
    
    
    			{
    
    
    				"power" "3"
    
    
    				"startposition" "[0 -256 64]"
    
    
    				"flags" "0"
    
    
    				"elevation" "0"
    
    
    				"subdiv" "0"
    
    
    				normals
    
    
    				{
    
    
    					"row0" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row1" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row2" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row3" "0 0 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0"
    
    
    					"row4" "0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0"
    
    
    					"row5" "0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0"
    
    
    					"row6" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row7" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row8" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    				}
    
    
    				distances
    
    
    				{
    
    
    					"row0" "0 0 0 0 0 0 0 0 0"
    
    
    					"row1" "0 0 0 0 0 0 0 0 0"
    
    
    					"row2" "0 0 0 0 0 0 0 0 0"
    
    
    					"row3" "0 20 70 45 25 5 0 0 0"
    
    
    					"row4" "0 0 65 50 30 10 0 0 0"
    
    
    					"row5" "0 0 0 30 20 5 0 0 0"
    
    
    					"row6" "0 0 0 0 0 0 0 0 0"
    
    
    					"row7" "0 0 0 0 0 0 0 0 0"
    
    
    					"row8" "0 0 0 0 0 0 0 0 0"
    
    
    				}
    
    
    				offsets
    
    
    				{
    
    
    					"row0" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row1" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row2" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row3" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row4" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row5" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row6" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row7" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row8" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    				}
    
    
    				offset_normals
    
    
    				{
    
    
    					"row0" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row1" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row2" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row3" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row4" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row5" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row6" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row7" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row8" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    				}
    
    
    				alphas
    
    
    				{
    
    
    					"row0" "0 0 0 0 0 0 0 0 0"
    
    
    					"row1" "0 0 0 0 0 0 0 0 0"
    
    
    					"row2" "0 0 0 0 0 0 0 0 0"
    
    
    					"row3" "0 0 0 0 0 0 0 0 0"
    
    
    					"row4" "0 0 0 0 0 0 0 0 0"
    
    
    					"row5" "0 0 0 0 0 0 0 0 0"
    
    
    					"row6" "0 0 0 0 0 0 0 0 0"
    
    
    					"row7" "0 0 0 0 0 0 0 0 0"
    
    
    					"row8" "0 0 0 0 0 0 0 0 0"
    
    
    				}
    
    
    				triangle_tags
    
    
    				{
    
    
    					"row0" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
    
    
    					"row1" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
    
    
    					"row2" "9 9 9 0 0 0 0 1 1 9 9 9 9 9 9 9"
    
    
    					"row3" "9 9 0 0 1 9 9 9 9 9 9 9 9 9 9 9"
    
    
    					"row4" "9 9 0 0 0 1 1 9 9 9 9 9 9 9 9 9"
    
    
    					"row5" "9 9 9 9 1 1 1 9 1 9 9 9 9 9 9 9"
    
    
    					"row6" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
    
    
    					"row7" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
    
    
    				}
    
    
    				allowed_verts
    
    
    				{
    
    
    					"10" "-1 -1 -1 -1 -1 -1 -1 -1 -1 -1"
    
    
    				}
    
    
    			}
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "2"
    
    
    			"plane" "(0 -256 0) (256 -256 0) (256 0 0)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[1 0 0 0] 0.25"
    
    
    			"vaxis" "[0 -1 0 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "3"
    
    
    			"plane" "(0 0 64) (0 -256 64) (0 -256 0)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[0 1 0 0] 0.25"
    
    
    			"vaxis" "[0 0 -1 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "4"
    
    
    			"plane" "(256 0 0) (256 -256 0) (256 -256 64)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[0 1 0 0] 0.25"
    
    
    			"vaxis" "[0 0 -1 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "5"
    
    
    			"plane" "(256 0 64) (0 0 64) (0 0 0)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[1 0 0 0] 0.25"
    
    
    			"vaxis" "[0 0 -1 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "6"
    
    
    			"plane" "(256 -256 0) (0 -256 0) (0 -256 64)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[1 0 0 0] 0.25"
    
    
    			"vaxis" "[0 0 -1 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		editor
    
    
    		{
    
    
    			"color" "0 119 188"
    
    
    			"visgroupshown" "1"
    
    
    			"visgroupautoshown" "1"
    
    
    		}
    
    
    	}
    
    
    }
    
    
    cameras
    
    
    {
    
    
    	"activecamera" "-1"
    
    
    }
    
    
    cordon
    
    
    {
    
    
    	"mins" "(-1024 -1024 -1024)"
    
    
    	"maxs" "(1024 1024 1024)"
    
    
    	"active" "0"
    
    
    }
    Display More

    this is a cube with only one displacement on its top. the face has the id 1

    copy all numeric information of the displacement.

    in the disp2.vmf you can now paste it over the information from id1. now you have transfered all displacement data of that single face to you cube with 2 displaced faces.

    hope that did help you.

  • Post Your Pic Extravaganza 2006 ~~!

    • hessi
    • August 7, 2006 at 10:38 AM
    Quote from Steppenwolf

    weed definately. look at the smiiiiile

    uhm no? cant a guy be happy with his psp instead of weed XTC or other drugs?

    the red eyes of mine are a result of less sleep and too much computer

  • Post Your Pic Extravaganza 2006 ~~!

    • hessi
    • August 7, 2006 at 12:39 AM

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

    due to i hacked my PSP to a 1.50 firmware i am able to run self written code on it. to get startet in the development environment i wrote a programm that gets and png image with all letters and then prints out a text on the screen using this font.

    "i <3 mapcore"

  • hessi's tree thread

    • hessi
    • August 5, 2006 at 7:19 PM
    Quote from Seldoon182

    I was wondering a compilation video tuts to see how to do !

    i didnt see this question yet. sry for threadpushing!

    what do you want to see? how to do the map or a tree? cause tree's are already videotutorialized and i would never create a tutorial on leveldesign because it is too complex and there are too many try outs in it so that i wouldn't make sense to tell a "how to do". simplified: "just try"

    I mean: How to get the tree's model I made to .mdl files ? In order to put them on my own folder and to get it on my prop_static entity... !

    check out this:

    http://www.thomashess.net/exchange/tuto ... rkflow.pdf

    to get all my tutorials check out this thread. (thread is german but all tutorials are in english)

    http://forum.mods.de/bb/thread.php?TID=141406

  • Hammer 4.1 BETA is out - New issues

    • hessi
    • August 5, 2006 at 3:29 PM
    Quote from rockdude86

    my 3d view doesnt work anymore

    switch the 3d view to any 2d view and then back to 3d. worked for me!

  • Crysis system spec

    • hessi
    • August 5, 2006 at 10:42 AM
    Quote from MrH2o

    You haven't answered my question, What kinda comps do you have on Crytek, I wanted to know what to look for when upgrading comp. Btw it was Alan Wake that were vista exclusive

    i might speak from my experiences at other developer studios:

    not everyone has powerfull computer that are the current benchmark leads. as you might calculate: offering a high end machine for 2500$ to each employee that would make 375000$ to 150 employees. after 6 months there will be even more speed avaible in new graphics cards and CPUs. so that wouldnt make sense because publishers cant print money.

    what do the companies do? actually most will buy a few newer computers and give them to selected artists programmers or leveldesigners or what ever. if anyone's computer has slower components in his working machine he will change some stuff buy extracting from the now _old_ avaible computer.

    it shouldnt surprise you that some artists might work on computers where the game isnt even runable on. as long as 3d software runs everything is fine.

    so i would not wonder if a lot of crytek or any other companies computers were just like yours at home. maybe even not that fast at all.

  • hessi's tree thread

    • hessi
    • August 4, 2006 at 10:49 PM
    Quote from Seldoon182

    I was wondering a compilation video tuts to see how to do !

    i didnt see this question yet. sry for threadpushing!

    what do you want to see? how to do the map or a tree? cause tree's are already videotutorialized and i would never create a tutorial on leveldesign because it is too complex and there are too many try outs in it so that i wouldn't make sense to tell a "how to do". simplified: "just try"

  • [CSS] de_dyspnoe_b2

    • hessi
    • August 4, 2006 at 4:52 PM

    i agree to most of the things already said.

    you made a quite a good start to a non funmap level. layout seems fine. details are missing. it seems to be an industry themed map? so where is all the production hardware?

    i'd rate it with a 6 of 10 points.

  • totally random texture thread

    • hessi
    • August 4, 2006 at 12:49 PM
    Quote from KoKo5oVaR

    This panorama needs more fort boyard , nice stuff hessi hope you will release all your photo ref from your holidays !

    found this:

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

    uhm well the lava looks indeed copy stamped. did you use photomaterial or was it zbrush or sculpting you used to create the colormap?

  • Photoshop Video tutorial on Portfolios by Generalvivi

    • hessi
    • August 2, 2006 at 8:22 PM

    sorry to tell you that but table layouts are cheating and no good way to create a website layout. CSS is ment to do that. tables are for table content only. such as representing stats or other stuff.

    even though CSS isnt that hard to understand. someone with knowledge for the start to kick you off and everything will just be fine (and you will start to hate MS IE too )

  • 2dspeedpainting - kitty getting wet [NSFW ! ! !]

    • hessi
    • August 2, 2006 at 4:55 PM

    omg. that's just sick. in future noone will be allowed to post female game characters? anyway. i saw it and i did like it. those who still want to see it: check out warbies website.

  • Photoshop Video tutorial on Portfolios by Generalvivi

    • hessi
    • August 2, 2006 at 12:01 PM

    onoz! table layouts are pain in the ass! CSS layouts for the win!

    bad vivi! *slap*

  • BG2 map

    • hessi
    • August 1, 2006 at 11:47 PM

    looks great! did you use my tree tutorials? textures remind me somehow! anyway: keep on it!

  • totally random texture thread

    • hessi
    • August 1, 2006 at 7:29 PM

    the release thingy is something i am working on. gotta check out some payment stuff of course i wouldnt release them for free heavy traffic load and so on.

  • totally random texture thread

    • hessi
    • August 1, 2006 at 6:57 PM

    my first try making a photo sky. i have several other ones here but i am pretty sure warby wont allow me to post em

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

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

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

    e: i know that the horizon is kinda freakin, gotta fix that in my stiching tool.

  • Post Your Pic Extravaganza 2006 ~~!

    • hessi
    • August 1, 2006 at 5:48 PM

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

    me arrives in angouleme, france at 8am after a day without sleeping

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™