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You Laugh, You Lose

3,144

CPU

BMPD: Pre-Disaster Anomalous Materials

2

Admiral Sakai

General Xen Chit-Chat Thread

443

darkone

Pinned [ARG] The Pizza Code Mystery

5,487

Tuskin38

OMG "x" is on sale thread.

438

RedEye9

Recent Activities

  • CPU -

    Replied to the thread You Laugh, You Lose.

    Post
  • Admiral Sakai -

    Replied to the thread BMPD: Pre-Disaster Anomalous Materials.

    Post
    Inbound would definitely be considered a similar but separate project- specifically, there is a Black Mesa remake of Azure Sheep which I am thinking of including in BMPD, and this will itself expand Inbound. So it would be redundant to work on Inbound…
  • TJHL -

    Replied to the thread BMPD: Pre-Disaster Anomalous Materials.

    Post
    Shouldn't this be AM/Inbound? It would be nice to run around the starting areas.
  • darkone -

    Replied to the thread General Xen Chit-Chat Thread.

    Post
    Quote from JeffMOD: “Yeah, unless it was something Nihilanth stole, there wouldn't be very much combine stuff in Xen. It was the one place they didn't know how to reach. Though maybe a torn-apart citadel or something, as part of a failed invasion…
  • Admiral Sakai -

    Posted the thread BMPD: Pre-Disaster Anomalous Materials.

    Thread
    It seems an odd thing to add to the BMPD project given that Anomalous Materials is already pre-Disaster, but I was getting some interest in this when I mentioned it in other threads so I thought I'd make it official. A while back I used Anomalous…
  • 9seed -

    Liked Admiral Sakai’s post in the thread BMPD: Pre-Disaster Questionable Ethics.

    Like (Post)
    At the moment a working tram system is indeed planned. The player will be able to enter a tram, select a destination, and then the map will change to the corresponding other tram station. As the Complex is built out, it may be possible to actually show…
  • 9seed -

    Liked Tuc0’s post in the thread BMPD: Pre-Disaster Questionable Ethics.

    Like (Post)
    In far future :) , have you thought about connecting PD chapters together? For example by adding working BM Transit System between these areas, where could player take a train to another sector.
  • JeffMOD -

    Replied to the thread General Xen Chit-Chat Thread.

    Post
    Yeah, unless it was something Nihilanth stole, there wouldn't be very much combine stuff in Xen. It was the one place they didn't know how to reach. Though maybe a torn-apart citadel or something, as part of a failed invasion attempt, would be…
  • Tuc0 -

    Replied to the thread General Xen Chit-Chat Thread.

    Post
    Interlooper shouldn't be "touched" by combine architecture, it was build only by vorts. But it would make sense if Nihilanth's gear has this combine "touch", something similar to HL2 stalkers.
  • gladoscake122 -

    Replied to the thread General Xen Chit-Chat Thread.

    Post
    Do you suppose that the devs might sneak in a few more subtle nods to HL2 in new Xen? maybe Combine architecture in Interloper, which already has an eerie resemblance to Our Benefactors.

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…