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What Game Did You Play Today?



BMPD: Pre-Disaster Apprehension



Pinned [ARG] The Pizza Code Mystery



Bugs - Items breaking/disappearing at level transitions, floating houndeyes, and others


No music on window 8.1



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  • wayne_acoba -

    Replied to the thread What Game Did You Play Today?.

    Downloaded a mod for C&C Tiberian Sun. „Twisted Insurrection“ is pretty awesome! I‘m on mission 13 on the GDI campaign and up until now it has been rather challenging but fun! Feels like a proper C&C game, albeit without the cheesy cutscenes.…
  • subatomic -

    Replied to the thread What Game Did You Play Today?.

    Second playthru of Hollow Knight now that all the free DLC is out.
  • drgibbles -

    Replied to the thread What Game Did You Play Today?.

    Soul Calibur 6 on pc... ITS AMAZING. Takes me back to the original Soul Blade and then Soul Calibur for the Dreamcast. Soooooo many hours spent playing those games with friends. The last couple of games in the series were not so great, imo. 6 is…
  • TJHL -

    Replied to the thread BMPD: Pre-Disaster Apprehension.

    The storeroom door is fine, as there are other closed off rooms with the same door seen through bm_c2a3b forums.blackmesasource.com/ind…01eb66e4f5ee6fab03da84a65forums.blackmesasource.com/ind…01eb66e4f5ee6fab03da84a65 The elevator, I agree does need…
  • drgibbles -

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

    Found this a while back, but I havent any idea if it applies. It was done by the guy that did the uplink remake. Who also put some easter eggs in. On the "Lies" image, it says dr. stone will pay.... on this image it says bottomley must pay. Then a…
  • SirEgon -

    Posted the thread Bug Single Player Bugs - Items breaking/disappearing at level transitions, floating houndeyes, and others.

    I've got several bugs here to report, and one bit of feedback. forums.blackmesasource.com/ind…01eb66e4f5ee6fab03da84a65 Medkits and other items sometimes disappear or break after going through a level transition. I first noticed it at the start of…
  • RedEye9 -

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

    Quote from Gunsrequiem: “ Now what? ” You could volunteer at a hospice or animal shelter.
  • Gunsrequiem -

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

    Looks like the email is going to be kicked back--not able to be delivered, according to Google. Bummer. *shrug* Now what?
  • Jacky -

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

    Quote from Gunsrequiem: “EDIT: Looks like the bmrf.us phone number is either down or was switched up--it now says "Thanks for calling TechRX" and gives actual options, none of which I explored further. ” It was down for a while so I guess someone…
  • Admiral Sakai -

    Replied to the thread BMPD: Pre-Disaster Apprehension.

    I think the concept behind these rooms is solid, but some additional detailing would be helpful. For instance underneath the pipes and ductwork the ceilings are very flat and could probably use some additional brushwork for support beams etc. The…


  • 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…