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Pinned [ARG] The Pizza Code Mystery

5,516

RedEye9

BMPD: Pre-Disaster Apprehension

19

Admiral Sakai

What Game Did You Play Today?

4,720

The Scientist

No music on window 8.1

20

veze1990

Saving Dr. Doors - A Conundrum

5

TJHL

Recent Activities

  • RedEye9 -

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

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

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

    Post
    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.

    Post
    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.

    Post
    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…
  • Admiral Sakai -

    Liked TJHL’s post in the thread BMPD: Pre-Disaster Apprehension.

    Like (Post)
    The Ichy station is just about finished. The only things really left (other than the connecting stairwells and tram tunnel) is polish up the lighting, and to make the elevator work forums.blackmesasource.com/ind…402b57742a53a0bbaf53a5bc9
  • Gunsrequiem -

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

    Post
    That is insanely lucky! There just happens to be a legitimate doctor with the same name who authored articles in the same years as the game's canon with topics in the same vein as Half-Life. Man. I guess the question then becomes: Is this just something…
  • NotSoSmart_Sideswipe -

    Liked Old Hermit’s post in the thread Black Mesa Classic Weapons.

    Like (Post)
    Quote from Tuc0: “Is it planned to replace firing sounds for some weapons? For example for shotgun or glock, adding some "punchy" approach and also slightly familiar compared to HL1. ” We've got something cooking related to sounds. All I'll say for now.…
  • NotSoSmart_Sideswipe -

    Liked CatzEyes93’s post in the thread Summer Update 2018.

    Like (Post)
    guyz...
  • TJHL -

    Replied to the thread BMPD: Pre-Disaster Apprehension.

    Post
    The Ichy station is just about finished. The only things really left (other than the connecting stairwells and tram tunnel) is polish up the lighting, and to make the elevator work forums.blackmesasource.com/ind…402b57742a53a0bbaf53a5bc9
  • CPU -

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

    Post
    Check out his Homepage Freeman, Gordon R. Professor Emeritus M.A., University of Saskatchewan Ph.D., McGill University D.Phil., Oxford University Phone: (780) 492-3468 E-mail: [email protected] Department of Chemistry University of Alberta Edmonton,…

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…