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  3. hessi

Posts by hessi

  • de_corse

    • hessi
    • November 3, 2005 at 10:09 PM

    well the stairs ARE a displacement. well multiple displacements...

    so they should be lightmapped. i will try increasing the lightmapscale

  • de_corse

    • hessi
    • November 3, 2005 at 7:47 PM

    displacing to hell

    [Blocked Image: http://img69.imageshack.us/img69/3175/corsedisplacementstairs3cd.th.jpg]

    no model for the stairs. the lighting sucks anyway...

  • nmrih_cabin_fever model chair

    • hessi
    • November 1, 2005 at 10:19 PM

    looks good. i wouldn't change a lot. some highlights at the wooden borders. this reflection thing, you know?!

    perhaps you could add something like an offset to the feet of the chair.

    Code
    |  |
    
    
     |  |
    
    
     |  |
    
    
    [___]
  • The random model thread!

    • hessi
    • October 30, 2005 at 4:42 PM

    texturespace wasteage D: the treetrunk doesn't need any alphas. so why is it on the same texture? why did you leave so much space unused? remove the white parts of the colormap (slecet by color range) and replace them with a green.

  • de_corse

    • hessi
    • October 27, 2005 at 9:18 AM

    i told you to include it in the bsp.

    bsp > folder on HD > file in the gcf

    that's the resources hierarchy.

  • de_corse

    • hessi
    • October 27, 2005 at 8:32 AM

    the detail.vbsp is only an information for the bsp compiler. If you compile a map with detailsprites, you will see the process "lpacing detail props" (i think its called like that) and the positions of the sprites are now predefined in the bsp. if you want to you could delete detail.vbsp now. it weould not have any effect.

    e: thx friechamp

  • de_corse

    • hessi
    • October 26, 2005 at 10:31 PM

    hey guys. it's curious: i am bored but i got no motivation to do anything that would push the progress of my map. i hope spending time on other things will help. [Blocked Image: https://migrationtest.mapcore.org/public/style_e…t_shakehead.gif]

    today i made this texture and model:

    [Blocked Image: http://img477.imageshack.us/img477/9277/trimwall9wu.th.jpg]

    here is one of my photos that inspired me. watch the trimming walls on the left and right.

    [Blocked Image: http://img439.imageshack.us/img439/3672/trimwallinspiration5cx.th.jpg]

    hessi

  • de_corse

    • hessi
    • October 22, 2005 at 1:17 AM

    to create those cusotm grasses you have to create a vmt and vtf in materials\detail called detailsprites.vmt and detailsprites.vtf

    you might get problems with the server consistency. i didn't test it. to not _cheat_ in other maps you shall incule those two files later in your final bsp file. so the engine will load your textures only if you're playing the level they were made for.

    changing the detail.vbsp is simple.

    here is mine:

    Code
    detail
    
    
    {
    
    
    	corse_grass
    
    
    	{
    
    
    		"density" "1000"
    
    
    
    
    		Group1
    
    
    		{
    
    
    			"alpha" "0.0"
    
    
    
    
    			Model1
    
    
    			{
    
    
    				"sprite" "0 0 256 128 512" 
    
    
    				"spritesize" "0.5 0.0 50 25"
    
    
    				"spriterandomscale" "0.2"
    
    
    				"amount" "0.7"
    
    
    				"detailOrientation" "2"
    
    
    			}
    
    
    
    
    			Model2
    
    
    			{
    
    
    				"sprite" "256 0 116 128 512" 
    
    
    				"spritesize" "0.5 0.0 12 12"
    
    
    				"spriterandomscale" "0.5"
    
    
    				"amount" "0.2"
    
    
    				"detailOrientation" "2"
    
    
    			}
    
    
    
    
    			Model3
    
    
    			{
    
    
    				"sprite" "0 128 126 198 512" 
    
    
    				"spritesize" "0.5 0.0 20 40"
    
    
    				"spriterandomscale" "0.2"
    
    
    				"amount" "0.2"
    
    
    				"detailOrientation" "2"
    
    
    			}
    
    
    
    
    		}
    
    
    		Group2
    
    
    		{
    
    
    			"alpha" "1.0"
    
    
    
    
    		}
    
    
    	}
    
    
    }
    Display More

    "sprite" "0 0 256 128 512"

    defines were the upper left of the sprite and the size in pixels. the last value is the size of the whole texture.

    "spritesize" "0.5 0.0 50 25"

    last two values are height and width of the sprite in game units.

    "amount" "0.7"

    70% of the affected surface will get this sprite.

    "detailOrientation" "2"

    says that the sprite is fixed in the up axis.

  • de_corse

    • hessi
    • October 22, 2005 at 12:17 AM

    doing the pavilion in hammer would be brushing to the death. v_physics are exact. modelling them isn't a big deal.

  • de_corse

    • hessi
    • October 21, 2005 at 11:45 PM

    [Blocked Image: http://img486.imageshack.us/img486/8458/corsepowerofmodelling4ld.th.jpg]

    hammer screenshot with and without statics. as you can see the whole geometry this pavilion thing is modeldata. the lighting needs only few fixes. some shadows are too dark.

    ingame:

    [Blocked Image: http://img486.imageshack.us/img486/993/corse00519xv.th.jpg]

    [Blocked Image: http://img486.imageshack.us/img486/2310/corse00489yg.th.jpg]

    [Blocked Image: http://img486.imageshack.us/img486/1298/corse00471aj.th.jpg]

    ingame there are still some things missing. some of those struts i modeled in maya still need to be exported. then the whole area needs more detail. a bell should be in this rooftop. in the interriour i will add some flowers and some ornaments and small statues.

    stay tuned

  • de_corse

    • hessi
    • October 19, 2005 at 9:27 PM
    Quote from RD

    Ubisoft montreal got a new employee

    negative

  • de_corse

    • hessi
    • October 17, 2005 at 7:57 PM

    sounds like some good news

    atm i am out of time and motivation. this compiler bug is pain in the ass and i got to different things for my university and me

    most of the work that has to be done is modelling. this will still take 1-2 months of intensive work. then a playtest can be planed.

    fine to hear, that you guys are still interested.

    some other candies(textures and some modelling):

    http://img44.imageshack.us/my.php?image ... 0003jg.jpg

    http://img394.imageshack.us/my.php?image=ww2wall5al.jpg

    http://img416.imageshack.us/my.php?imag ... 0124un.jpg

    http://img416.imageshack.us/my.php?imag ... w019ly.jpg

    http://img44.imageshack.us/my.php?image ... 0012qb.jpg

    and finally me and my 24" TFT monitor!

    http://img160.imageshack.us/my.php?image=pwnage14vk.jpg

    http://img160.imageshack.us/my.php?image=pwnage25nt.jpg

  • de_corse

    • hessi
    • October 3, 2005 at 1:13 PM

    [Blocked Image: http://img346.imageshack.us/img346/234/lightingproblems5xo.jpg]

    i could really turn into a killing machine. you see the good and the bad lighting?

    i compile my level and play it for the first time. building cubemaps works fine. if i reaload the level the ambientlighting seems to not be present on all dynamics. has anyone had this problem before? i don't know what to do.

  • Cs_Cabaret

    • hessi
    • September 30, 2005 at 12:11 AM

    computers in a bar?

    anyway: looks good. did you create some custom models and textures? in this big room, there are some things i don't know from other maps.

    keep on!

  • de_corse

    • hessi
    • September 29, 2005 at 10:40 PM

    thanks for the comments.

    evert, this shadow is a green dirt that covers the stones under a white brighter trim. you can see it on the same wall in the far. i just didn't create a model for that

    when i talk about models:

    here is a new one.

    [Blocked Image: http://img13.imageshack.us/img13/6740/malve8rz.jpg]

    much progress these days

  • de_corse

    • hessi
    • September 28, 2005 at 10:06 PM

    i recently did some smaller changes to different things. today i made the replacement to this green fullbright tree. new shot here:

    [Blocked Image: http://img349.imageshack.us/img349/8214/corse00421mp.th.jpg]

    stay tuned.

  • de_corse

    • hessi
    • September 9, 2005 at 8:22 AM

    hey FrieChamp,

    you know Hanno? He is a character modelling artist at your company. If I had made an other decision 8 months ago, we (you and me) would work together I think you won't remeber me, but i visited crytek as I was searching a company for an internship.

    send Hanno some greetings from me

  • de_corse

    • hessi
    • September 5, 2005 at 8:31 AM

    ew. i read it but forget to answer.

    if you like we can talk in icq this evening. my uin is in the profile.

    the progress of my map wasn't that big as i expected, so i improved some of the textures.

    [Blocked Image: http://home.arcor.de/der_hessliche/_wall01c.jpg]

    [Blocked Image: http://home.arcor.de/der_hessliche/_wall09a.jpg]

    [Blocked Image: http://home.arcor.de/der_hessliche/_wall07a.jpg]

    [Blocked Image: http://home.arcor.de/der_hessliche/_churchtower.jpg]

  • de_corse

    • hessi
    • September 4, 2005 at 10:15 AM

    * The tower needs some shading, specially inside it. You can do that with the "render to texture" technique, just make sure the light source in your modelling program matches the sky (duur)

    i tried to export vertexcolors to get this effect and save the texturespace but this god damned engine doesnt support ANY Vertexcolors or Vertexalphas (vertexalphas would be cool to make this well bubble).

    Baking this lighting would mean a 8x bigger texture. The tower is just a detail so I wait until I waste that much performance with trivial stuff.

  • de_corse

    • hessi
    • September 4, 2005 at 9:16 AM

    i am working on new stuff. perhabs new images can be seen this evening.

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