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The Unofficial Official Chat Thread

16,458

TheeGoatPig

BMPD: Pre-Disaster Questionable Ethics

63

Admiral Sakai

You Laugh, You Lose

3,148

TJHL

General Xen Chit-Chat Thread

457

Crawfish

BMPD: Pre-Disaster Apprehension

13

TJHL

Recent Activities

  • TheeGoatPig -

    Replied to the thread The Unofficial Official Chat Thread.

    Post
    and yet again I have to wait to get into my new apartment. The woman that is supposed to provide me with access to the community is out sick today, so I have to wait until Thursday because I am busy tomorrow... I just want to get into my apartment...
  • Admiral Sakai -

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

    Post
    One of the things I am very much enjoying about the 'documents' system is that it allows me to fill in all sorts of information about the BMRF to explain extremely odd elements from the games- for instance, the question of why there's all of these random…
  • TJHL -

    Replied to the thread You Laugh, You Lose.

    Post
    Gourmet Freeman right here youtube.com/watch?v=SdC4UUtPKcg&
  • Pyroclase -

    Replied to the thread The Unofficial Official Chat Thread.

    Post
    Quote from wayne_acoba: “8o (Hidden Content) ” I just saw that, it looks awesome. It's really interesting to see multiple HD renditions of the same chapter, between this, Black Mesa, and various GoldSrc mods.
  • Crawfish -

    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…
  • Crawfish -

    Liked TextFAMGUY1’s post in the thread General Xen Chit-Chat Thread.

    Like (Post)
    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 taken out.
  • TextFAMGUY1 -

    Replied to the thread General Xen Chit-Chat Thread.

    Post
    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 taken out.
  • 9seed -

    Replied to the thread You Laugh, You Lose.

    Post
  • SterlingFM -

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

    Like (Post)
    Hope at least they'll give us a Fall Update 2018. With ONE high resolution picture. And hopefully the new achievement number.
  • TJHL -

    Replied to the thread BMPD: Pre-Disaster Apprehension.

    Post
    I had the idea that the scientist was an Intern or some other low-security clearance position, and the staff that knew the truth had to make something up.

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…