just 1337 ![]()
Posts by hessi
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i'd like too set off those rocks from your grounddisplacement. it reminds me of soldier of fortune 2 levels. they had such flat rocks too.

create a few models you can use as a height offset border. so you have a ground plane. then rock models stick together and then again a rock top displacement with grass or anything. that way you could get rid of those smooth heightfields which annoy me since their very beginning in game art

i hope you could understand my suggestion.
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Quote from JamesL
Cheers guys and thanks Hessi, the tutorial was very helpful.I turned off shadows on the trees and made some overlays to fake them. They are not quite perfect yet, and there is a little of what looks like z-fighting where my displacements hit world brushes, but it's certainly an improvement.
[Blocked Image: http://www.code303.com/files/images/static/statictreeshadows.jpg]
that's cool. hopefully everyone sees that those shadows kick ass.

to blur the shadows just make the texture more lowres. you dont even have to modify your overlays after changing the textures resolution!
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i dont like:
- the cloudy wood. to much dark and bright parts in it. keep the strcutre of it but remove those clouds
- the color is too red for my taste. maybe give it a more grey tone
- the background material is just overlayed. there are no elements that include your wood. no cracks following the wooden planks. that would be too improve.
maybe this image could help:
http://thomashess.net/germany2.jpg
what i like:
you dont have straight wood panel. you added cracks on it and gave it a natural shape.
so keep on it!
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i can add a story too. even with a teacher (my mother)
today i was shopping with her and we enjoyed the day. then at 3pm i had to leave because there was a meeting at the university i had to got to. happy of getting out of this much ealier as i expected i drove home and as i opened the door my mother lay on the couch with a big abrasion on her forehead.
she was knocked down by a stupid cyclist who was on full speed in a pedestrian zone (where my mother walked). kind of strange day.
well it seems as today was a really strange day.
hopefully everything will turn out better in the future
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all these screenshots are just practice. even the so called dod level is just a quick testroom i made as warbeast visited me three weeks ago

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it's the one from the valve wiki
btw. here is my second try (which i prefer)
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that's what voodoobenshee told me to on skype
he made the valve tutorial with me together 
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i did my first HDR sky for the source engine. for first attemp i think i did well. i have to tweak the brightness. it is too intensive at the moment. due to a crappy pfm export from hdr shop and a missing skysplitter.exe i have to crop hdr images manually (which costs time)
anyway. i will do a few other ones to train the workflow 
pics:
[Blocked Image: http://www.thomashess.net/_hessi_sunset_big.jpg]
[Blocked Image: http://www.thomashess.net/_hessi_sunset_ingame.jpg]
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Quote from generalvivi
im just going to call you "Hessi 2" for now.
there is only one (1) hessi!
btw. keep on it freak.
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maybe i didn't want to make it 100% _real_
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yeah. good job! me likes
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Quote from Spinlock
[Blocked Image: http://img435.imageshack.us/img435/8022/stucco01aspi3ls.jpg]
me likes. good highres texture!
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those vertexlight gradients are always linear gradients. if you want a "softer" version of this gradient you have to tessalate your surface. there is no exponential gradient in the source engines vertexlighting. (i even dont know any engine that works that way).
if i understood you correctly you compare a completly smoothed cubes vertexlighting with the vtxlighting of a smoothed 64 subdivisions sphere?!
the only tweak that could help you getting a better result in that case would be anormalmap to directly influence the shading of each textelnormal (that's why you shouldnt call normalmapping a heightmanipulating shading effect. it's changing normals! parallel polys have the same normals. result would be a completly 1 colored normalmap)
you can mail me a screenshot of your problem too (maybe i missunderstood you)
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Quote from Dark
Looking great James L, I hope to see it with dynamic Shadows. Thanks for the Tutorial Hessi.
fuck no! please no prop_dynamics. read my tutorial again. their shadows will suck your performance like hell. use overlays instead! dynamic shadows are rerendered every frame even if the model has no animation playing (well actaully there is an idle animation, but it's "useless")
edit
when i talk of rerender:
first source renderes a texture how the shadow looks like. then it renders it in your camera.
overlays are no ingame rendered textures. they are "painted" and just need to be rendered in the final frame. there is no extra texture rendering/baking or what you might call it.
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why using alphatesting as long as your material is directly mapped over a fully non translucent material? there wouldnt be any z fights...
creating blurry shapes? use gaussian blur or make your textures simply lowres.
here is a tutorial on this "faking shadows" thing. maybe check out my maps de_corse and de_mediterrano (which has a crappy performance as i know today).
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please dont render your tree textures in the default lightmap.
better create an overlay texture with a shadow texture you apply on the ground. these shadows you have in your current screenshots are MUCH too dark and don't show any detail. if you don't know how:
create a snapshot of your tree from the top in VHE in a complete empty area so you can extract the trees shape from the viewport background. then fill the tree shape with a soft grey in an alphachannel of a new texture and create the color of the texture completly dark (maybe with some ambient blue).
btw: sounds difficult to explain. should make a tutorial on that too.
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Quote from Minotauro
hessi you are a genius

