Dashboard

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

Unread Threads

Topic Replies Last Reply

Pinned [ARG] The Pizza Code Mystery

5,415

Flavrans

The Unofficial Official Chat Thread

16,219

TheeGoatPig

Post your Screenshot!

1,524

Dreadmoth

Crash in Elevator

2

RedEye9

You Laugh, You Lose

3,132

9seed

Recent Activities

  • MDL -

    Liked chetanjags’s post in the thread Tutorial - Ingame Light Editor.

    Like (Post)
    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…
  • Flavrans -

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

    Post
    Quote from drgibbles: “There doesn't seem to be anything to do on the 3883 website, that I can spot. ” I'm puzzled by the fact that it's publishing a 32 digit hex code on the page, which is updated once a day with a new code, and obfuscating it as a…
  • TheeGoatPig -

    Replied to the thread The Unofficial Official Chat Thread.

    Post
    No, I use a red copper? skillet. I have three of them. I forget what brand pot I use.
  • CatzEyes93 -

    Replied to the thread The Unofficial Official Chat Thread.

    Post
    Quote from TheeGoatPig: “It slows down my breakfast cook tremendously. It used to be I would get up, go to the bathroom, turn on the burner to low with a pan above it, get out my plate, eggs, forks (one for mixing one for eating), mixing bowl, and then…
  • CatzEyes93 -

    Liked RedEye9’s post in the thread Power pit (Work in progress).

    Like (Post)
    No good deed goes un-updooted.
  • Shaddy -

    Replied to the thread The Unofficial Official Chat Thread.

    Post
    T1GdCPp.jpg
  • drgibbles -

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

    Post
    Quote from raw_bean: “The BlackMesaSystems website describing itself (with very clumsy writing that seems very unlike Stormseeker) as named after Black Mesa *the GAME* and not Black Mesa *the RESEARCH FACILITY* very much puts it as being nothing to do…
  • 9seed -

    Liked Dreadmoth’s post in the thread Post your Screenshot!.

    Like (Post)
    World of Tanks 1.0 beta Sand River 4IBDdbc.png LkolQO5.png --- Abbey Y7eiUKz.png L3ruUep.png --- Westfield RWyOHU9.png x65SkVu.png trMKC9u.png YcL6udf.png --- Glacier 6KN2uyu.png 4k1EWI4.png PWrvxCC.png nZct75X.png
  • raw_bean -

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

    Post
    The BlackMesaSystems website describing itself (with very clumsy writing that seems very unlike Stormseeker) as named after Black Mesa *the GAME* and not Black Mesa *the RESEARCH FACILITY* very much puts it as being nothing to do with the ARG. The ARG…
  • Dreadmoth -

    Replied to the thread Post your Screenshot!.

    Post
    World of Tanks 1.0 beta Sand River 4IBDdbc.png LkolQO5.png --- Abbey Y7eiUKz.png L3ruUep.png --- Westfield RWyOHU9.png x65SkVu.png trMKC9u.png YcL6udf.png --- Glacier 6KN2uyu.png 4k1EWI4.png PWrvxCC.png nZct75X.png

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…