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Pinned Summer Update 2018

82

ZenoPopo

Pinned Got a Question? - Enquiries about the game

2,012

OrderOfDagon

Will the Xen Update likely break most steam workshop addons?

2

OrderOfDagon

BMPD: Pre-Disaster Questionable Ethics

68

Admiral Sakai

General Xen Chit-Chat Thread

460

Admiral Sakai

Recent Activities

  • ZenoPopo -

    Replied to the thread Summer Update 2018.

    Post
    Of course not ;D
  • JohnWorfin -

    Replied to the thread Summer Update 2018.

    Post
    As a new season approaches, the air is cooler and the leaves are gradually turning to their fall colors, I was wondering if there was any new info on the final portion of this game?
  • OrderOfDagon -

    Replied to the thread Got a Question? - Enquiries about the game.

    Post
    Have the devs ever considered officially using some or any of the workshop addons? For example the outrageously superior shiny colt fix addon? forums.blackmesasource.com/ind…1e85d6dacbde18e6d881f5666
  • OrderOfDagon -

    Replied to the thread Will the Xen Update likely break most steam workshop addons?.

    Post
    I suppose that makes sense.
  • Admiral Sakai -

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

    Post
    I like the idea of the trusses, yeah. It seems like the beams going down as the blue lines describe here would get in the way of cargo heading onto the elevator, but I could just as easily have them come down from the hangar roof. Definately worth…
  • Tuc0 -

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

    Post
    For pillars, I have meant mainly the opposite side of beams. Not sure about exact position from screenshot, but it (blue lines) could go all the way up, or from the upper platform. You could use some H section steel pillars or concrete. For steel beams…
  • Admiral Sakai -

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

    Post
    64F07E1C211F6FAC9C65F0F3AF1A53F4B930F148A628737D62E636EE5408D80378841F11D7AFC5BA Yeah the pillars are what turned out to really make this area. If I wanted to I could add some more detail- signs, posters, electrical boxes, etc.- but not every area of a…
  • Admiral Sakai -

    Replied to the thread General Xen Chit-Chat Thread.

    Post
    I could buy using it on the first hostile headcrab in UC if it provided a way to kill the headcrab (which currently the game lacks) but you've already got a new crowbar by that point in RP so I don't see the need.
  • TJHL -

    Replied to the thread Will the Xen Update likely break most steam workshop addons?.

    Post
    It depends on what they do with the engine. The reason why all the maps on the workshop broke, (and to be honest, many are still broken) was because the lighting engine went through an update. Unless they radically change how the textures and sounds are…
  • darkone -

    Replied to the thread General Xen Chit-Chat Thread.

    Post
    Quote from TextFAMGUY1: “It was awful. We never took it anywhere because it was a totally rubbish mechanic and entirely against the spirit of Half-Life. It kinda got "stealthed" into the game by one of our programmers many years ago, and never got…

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…