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The Rage Topic



Pinned Summer Update 2018



Pinned Ask the Developers! - Interview the dev team



BMPD: Pre-Disaster Questionable Ethics


Admiral Sakai

General Xen Chit-Chat Thread



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  • CatzEyes93 -

    Replied to the thread The Rage Topic.

    Quote from Chickenprotector: “I've found myself charmed by a girl at my work. She's smart, funny, shares the same interests I do, and can keep up with me intellectually. I couldn't ask for a better personality. The issues: She's a co-worker, moving…
  • geekofalltrades -

    Replied to the thread The Rage Topic.

    Did you know that if you hurt yourself enough times in a sacrifice room in Binding of Isaac: Rebirth, it teleports you to the last level? I didn't. I finally had a Missing Poster and a sacrifice room show up in the same run, and thought I might finally…
  • Epitaph -

    Liked JohnWorfin’s post in the thread Summer Update 2018.

    Like (Post)
    Quote from RedEye9: “Quote from TJHL: “Quote from TextFAMGUY1: “ ” ” steamcommunity.com/app/362890/…953/#c1738841319825899893That's not what was implied. ” why are you wasting time replying when there are so many other replies to dislike?
  • JohnWorfin -

    Replied to the thread Summer Update 2018.

    Quote from RedEye9: “Quote from TJHL: “Quote from TextFAMGUY1: “ ” ” steamcommunity.com/app/362890/…953/#c1738841319825899893That's not what was implied. ” why are you wasting time replying when there are so many other replies to dislike?
  • drgibbles -

    Replied to the thread Ask the Developers! - Interview the dev team.

    A question about BMRF.US and the ARG. The phone number on the site is an active number, but it is in use by a company called TECH RX. I'm assuming this is not related to the ARG, I would however like a little clearance on this? The number was once…
  • Admiral Sakai -

    Replied to the thread BMPD: Pre-Disaster Questionable Ethics.

    7349D5EEDDD6B940F4A6F2E7F48CF3A468DE3452D65F756E9DC4415BF445B9B282D93886A62F271D Originally, I didn't want to make this area at all (instead the hallway that leads to it would just go directly to the decontamination room), or at least wanted to radically…
  • OrderOfDagon -

    Replied to the thread General Xen Chit-Chat Thread.

    I suppose that's reasonable. It's not like I even knew about it or was expecting it. It's definitely made me appreciate Xen and Half Life a whole lot more... and the fact that more thought was put into Xen than I initially realized. Just the idea that…
  • RedEye9 -

    Replied to the thread General Xen Chit-Chat Thread.

    Quote from OrderOfDagon: “What does everyone think about Xen stealth? ” it was talked about around post #415 General Xen Chit-Chat Thread I don't think very many people realized there was a stealth path nor expected one. The whole rest of the game was…
  • OrderOfDagon -

    Replied to the thread General Xen Chit-Chat Thread.

    What does everyone think about Xen stealth? I must be one of the only people who thought Xen was hauntingly effective at the end of the game and I never knew this was an option. youtube.com/watch?v=izT5i2nFY-w
  • drgibbles -

    Replied to the thread [ARG] The Pizza Code Mystery.

    bmrf.us has gone teets up again.... EDIT: Its been restored to its former glory


  • 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…