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Pinned Summer Update 2018

22

RedEye9

suggestion: Vort retreat

0

General Xen Chit-Chat Thread

395

Nozoki17

Question for Joel Nielsen

1

TJHL

OMG "x" is on sale thread.

431

RedEye9 did not login

Recent Activities

  • RedEye9 -

    Replied to the thread Summer Update 2018.

    Post
    Quote from ZenoPopo: “As for the main post itself, what does an "art" phase mean? ” [BMS] DIGITAL SPORTS [developer] 8 hours ago Art is the fifth stage of our development cycle. Our development stages for each chapter roughly has been: Plan, Iterate,…
  • PotatoMuffin -

    Replied to the thread Summer Update 2018.

    Post
  • ZenoPopo -

    Replied to the thread Summer Update 2018.

    Post
    Quote from darkone: “ that has to be the second most self entitled piece of crap post on the net. Ok the devs have stated several times they want xen to be a surprise. The fact that they are willing to compromise that surprise just to post this shows…
  • darkone -

    Liked Nozoki17’s post in the thread General Xen Chit-Chat Thread.

    Like (Post)
    The pile of dead houndeyes in Gornach Lair looks freaking awesome Edit: and I bet that mp4 animation will probably be a Background map for the xen chapter
  • darkone -

    Posted the thread suggestion: Vort retreat.

    Thread
    Was playing through half life and then black mesa and noticed something. In half life there where times I could pop a vort a few times and they would run, once they ran they would not return to fight like ever. I know this would likely be to much work…
  • Johnwalter -

    Liked Nozoki17’s post in the thread General Xen Chit-Chat Thread.

    Like (Post)
    The pile of dead houndeyes in Gornach Lair looks freaking awesome Edit: and I bet that mp4 animation will probably be a Background map for the xen chapter
  • CatzEyes93 -

    Liked danielsangeo’s post in the thread General Xen Chit-Chat Thread.

    Like (Post)
    Oh, hey. What's going on in this thread? Oh lawd... Alrighty, folks. Let's get back to discussing Xen in general. Thank you.
  • CatzEyes93 -

    Liked darkone’s post in the thread General Xen Chit-Chat Thread.

    Like (Post)
    I wish. cause I Think several people in this thread need to stop arguing as they are derailing the damn topic.... again!
  • CatzEyes93 -

    Liked RedEye9’s post in the thread General Xen Chit-Chat Thread.

    Like (Post)
    Quote from Tuskin38: “Quetejodan isn't wrong, you guys did misinterpret their posts. Doesn't excuse their behaviour though. ” Go to translate.google.com/ for the definition of quetejodan. Its nothing more than a sad troll proven by its use of…
  • CatzEyes93 -

    Liked Centurion’s post in the thread General Xen Chit-Chat Thread.

    Like (Post)
    Quote from TextFAMGUY1: “I work on the game full-time, as do quite a few team members. That attitude is 100% not present on this team, and you're pulling it out of your ass to begin with anyway. I work incredibly hard on this and take a lot of pride…

News

  • ello Guys, Since a lot of people were asking how to implement new lights I have uploaded some of our internal tutorial/test maps on Dropbox.
    I would recommend checking out tut_nextgen_lights_optimised.vmf since it contains a lot of examples in a single map. Then you can check one of those specialized example/test maps too.
    Please note that these maps are not the most optimized version of maps and they were just created to test/demo specific bugs/features.

    To help us configure new lights in a faster way we have implemented Ingame Light Editor. Here's a quick tutorial/documentation from our internal forums -


    In game Light Editor - a Convar based system for easily selecting new Light entities and edit their properties via convar. (Whenever alex get free from UI he will look into UI for editor and even saving to vmf if its easy)

    Here's the overall workflow -

    1) le_editor_selection_mode_enabled - Enable Light Editor selection mode. It will show you xyz axis and a box around light…
  • Going to do things a bit different than what I usually do, I'll give some background on how we are doing the levels and then show some of the small props I have been making. So we posted new images today to go along with the summer sale showing new images from the map Xen. C4a1a which is where all the images have come from so far (except for my wire frame shots) is a desert like area that is quite rocky and has many different islands. Adam, Shawn and I have been detailing the map using 3dsmax and a plug-in called WallWorm (WW) developed by Shawn Olsen (a team member and creator of the program, buy it it is great you will need Max though). Our process is to import a vmf that a LD has already made and has been divided up into a instance for ease of bringing back into hammer later. Once in Max we can turn all the displacements into a sculpt mesh and sculpt it very easily. We also can vertex paint 4way blended textures onto the mesh. We also can sculpt the mesh to form around pretty…
  • I have been slowly replacing old models, and slipped in the crown vic in the last CU, but the real big one is this one. Couple of years ago before I really started to model a lot I got Robert to make a new jeep. This was before the steam release and with all the replacement I ended up doing, I didn't have the time or experience compiling to really do it justice. Well while working on the STU stuff I made the trucks and a lot of the skybox props and ended up fixing up a lot of the old source game models so they all matched the style of the CSGO ones (i.e. very dark interiors,little detail and very dirty windows). These include the big gray van and the little utility truck. Those were released with the last CU. I had been using the parking lot in QE for my testing and noticed some things that really didn't fit in with the rest of the updates I was doing.
    For instance. Hummer didn't have a dedicated interior. This was something I left out when I redid those models a couple of years…
  • Coming Soon!

    Here’s a quick glimpse of what we are polishing for our next update. You’ve hopefully already seen our preview of Surface Tension: Uncut over at Lambda Generation. We are very excited to see how the community likes the uncut levels. We’ve done a ton of work since we’ve shown those screen shots, and even improved our AI for the Alien Grunts and Vortigaunts to help make this chapter be as fun and engaging as possible.



    Our BIG announcement though, is that we have implemented Cascaded Shadow Mapping, or CSM into the Black Mesa Engine. CSM brings the visual quality of the game to a whole new level. It’s hard to describe in words what CSM does to the game, so we’ve added a few screenshots below to give you a better idea. Notice the crisp shadows on the world and weapons, that originally weren’t there.

    Cascade Shadow Maps!






    New Shadows work on viewmodels too!


    Dynamic, Crisp shadows


    They work in real-time, they are not prebaked!

    Why work on this?

    First, there were…