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While you wait for Xen...

0

General Xen Chit-Chat Thread

407

Crawfish

Soundtrack Titles

18

poisonheadcrab

"Evacuation" / "Rescue" Singleplayer Map Mode

8

Admiral Sakai

Pinned Summer Update 2018

29

Dustin

Recent Activities

  • RedEye -

    Liked 9seed’s post in the thread Black Mesa: Blueshift.

    Like (Post)
    Quote from sansuni: “Quote from Dragunov2: “I hope they all appear as official DLC ” I hope so too. That gives me an idea though, what about Half-Life Decay? There are (or at least were) many attempts to remake Blue Shift and Opposing Force, but…
  • wrkq -

    Liked Admiral Sakai’s post in the thread "Evacuation" / "Rescue" Singleplayer Map Mode.

    Like (Post)
    I've got most of the level geometry for ev_office now transferred over; I have to say I really like how the pd_c1a2b areas look turned back to post-disaster. I still don't have a great idea of how to do the NPC talley board at the end of the level, but…
  • X RaY -

    Liked Lord Grievous’s post in the thread Black Mesa: Blueshift.

    Like (Post)
    Now that Xen will be finished by december, hopefully it won't be long before we can play this great mod too :P
  • 9seed -

    Liked LordDz’s post in the thread While you wait for Xen....

    Like (Post)
    Go play my maps! ;) I just uploaded a new version of the "A Spy on a way home", so that it's playable on the newest patch. This includes a lot of bug fixes, lighting changes, etc. One of the maps have been extended and now also features two additional…
  • RedEye -

    Liked LordDz’s post in the thread While you wait for Xen....

    Like (Post)
    Go play my maps! ;) I just uploaded a new version of the "A Spy on a way home", so that it's playable on the newest patch. This includes a lot of bug fixes, lighting changes, etc. One of the maps have been extended and now also features two additional…
  • LordDz -

    Posted the thread While you wait for Xen....

    Thread
    Go play my maps! ;) I just uploaded a new version of the "A Spy on a way home", so that it's playable on the newest patch. This includes a lot of bug fixes, lighting changes, etc. One of the maps have been extended and now also features two additional…
  • Crawfish -

    Replied to the thread General Xen Chit-Chat Thread.

    Post
    Quote from darkone: “pretty sure the gonarch is the mascot of xen in general. Also man I love the new design they have given it. Less ballsack on spider more egg sack on crab. ” Personally I always thought that title went to the Nihilanth itself.
  • morhp -

    Liked TextFAMGUY1’s post in the thread Summer Update 2018.

    Like (Post)
    Quote from ZenoPopo: “pardon me, but the only thing I said is that I am not amused by an update, that tells us little to no info. It's not a perfect world where screenshots will amaze everyone. You've got to leave your comfort zone and accept the fact,…
  • SterlingFM -

    Replied to the thread General Xen Chit-Chat Thread.

    Post
    Quote from darkone: “pretty sure the gonarch is the mascot of xen in general. Also man I love the new design they have given it. Less ballsack on spider more egg sack on crab. ” Imo its got way more of that authentic singular testicle look lmao
  • FalkeXY -

    Liked TextFAMGUY1’s post in the thread Summer Update 2018.

    Like (Post)
    3d0cd6c2fe1b4ca1070b5a8314524384012b90a5.jpg Summer Sale Hope everyone is having a great summer. Black Mesa is now on sale for 60% off! It’s a GREAT time to pick up the game at a discounted price ;) 2e37aea759e0823e7002ee6664946e92ef072b2a.jpg Xen

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…