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  • 445909F84C09DF40EE71F544ED2F4769C4F9CC38 Still haven't got the GUI and viewmodel issue worked out even though there is a fix for the related issues with skyboxes (a console command informatively named "r_skycam_hacky_fix_enabled"), but the actual level design is about halfway through its first pass and will be closer to two thirds of the way through once I figure out what to do about the player coming around the central office area and triggering the vort ambush from behind (because that's curre…

  • However, when you have multiple constant lights to illuminate, say, patches of the ceiling, there is also going to be some surface where all of the lights hit it in the same place, at the same angle, and since constant lights truly don't diminish with distance they are all going to be as bright as when they were right nearby: A676F0950BEC30EA446C7CE530EA68A0AE6B797EIn this room, since there are three constant lights arranged front-to-back, the front and back walls are going to be roughly three t…

  • So, I've been gone messing around with actual maps for a while to refine my understanding of the ambient side of interior lighting, and I think I've gotten to the point where I can speak authoritatively on the subject. A quick reminder that these posts assume some basic fluency with the fundamentals of Source engine lighting and textures- if terms like "light_spot" versus "point light", "constant falloff" versus "quadratic falloff", and "shader" or "VMT" aren't familiar, I'd suggest the Valve De…

  • Not that I would necessarily complain if the Black Mesa team started releasing DLC or expansion packs for the game post-Xen... I'd actually shell out a good bit of IRL money for such, in fact.

  • I think when I eventually (perhaps pretty soon) take a crack at Apprehension I'll be working on it under the assumption that all or nearly all of it was in fact in active use until the disaster- building underground is expensive, and Black Mesa is trying to run itself off the American taxpayer while supporting top-secret projects; I doubt they'd let an entire sector just go to ruin like that, especially when we see labs like Blast Pit built into converted missile silos. You can get away with an …

  • So, I was unable to get rid of the trigger_teleports completely, but I was able to significantly reduce their number and so Map B has now gone up. I'm really liking it. "Officially", I will be working on a number of different things in the next month or so- the expansion of pd_c1a2a, the restoration of pd_c1a2c, and also ev_office. However, pd_c1a2b is the first map I would say that I have well and truly finished, and so to celebrate I was thinking of starting work on some completely new map tha…

  • Xen's Maps?

    Admiral Sakai - - The Cafeteria

    Post

    Quote from TJHL: “bm_c It is a black mesa map (or something, the're all consistent) 4a The section number. The sections are 0a (Inbound), 1a (AM-BP), 2a (PU-ST), 3a (FaF-LC), 4a ( Xen-[assumed] endgame) 4 The chapter number, based on which section it is in. (Forth chapter in section) a Map letter. All maps are labeled alphabetically, no matter how many maps in the chapter there are. ” I suspect that that the 'c' stands for compile, with either the Black Mesa team or the original HL1 developer te…

  • Source Mod - Trouble with NPCs

    Admiral Sakai - - Help!

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    I'm a little unclear on what exactly you're trying to accomplish here and how you're doing it. Would you mind posting some sort of breakdown of the file structure of this mod and what game-related files have been changed?

  • Dy_lasers Prototype

    Admiral Sakai - - Leak-Free.org

    Post

    Generally attempts to add new NPCs run afoul of Black Mesa's issues with custom script content due to the Steampipe update (among other things) . However, some HL2 NPCs and other objects (like combine mines) can indeed be spawned in Black Mesa by default and I suspect others can be enabled through modifying the FGD; it may be possible to create a functional Dr. Cross by reskinning Alyx. I'll look into this. Obviously the presence of a second NPC like this will seriously affect level design; howe…

  • The 'official' way that entities like props, info_decals, npcs, and prop_door_rotatings which can transfer from one map to another upon level transition are supposed to work (based on what documentation is available from the Valve Developer Wiki and other sites, as well as my own experiments) is as follows: If left to their own devices, these entities will transfer if there is playable (i.e. 'interior' in the BSP) space for them in a corresponding location in the new map (as measured relative to…

  • pd_c1a2b is almost ready to ship (remind me to never make a map this goddamned large again!), I am just going back over the level transitions and trying to find a way to prevent undesirable entity transitioning without the cumbersome hidden teleports in the original maps. 8D36BBCE2BC291B4E8C3EC8C1646F9188C21E4E7 Honestly, it could be going better, but I'm not even close to exhausting everything I want to try.

  • Dy_lasers Prototype

    Admiral Sakai - - Leak-Free.org

    Post

    One thing I am thinking of in regards to the offices is presenting them as a sort of 'development office' area where scientists can sit down with a coffee and analyze experimental results, read related papers, build computer models, and do other research-related tasks without having to worry about cleanroom precautions. That's why I am thinking that the beginning of the level will be a sort of public lobby that leads into the office area, and then decontamination locks leading to different lab a…

  • I've got most of the level geometry for ev_office now transferred over; I have to say I really like how the pd_c1a2b areas look turned back to post-disaster. I still don't have a great idea of how to do the NPC talley board at the end of the level, but that is going to be my next big priority. 6C374482B9E7184C6AA471DDA49466D55B8DF6C5A329B8ECC813F31D35958799D8964E3FCAF73DB3A089E56C97275D72F8F8A32461DADEC45318E17F756E7A93BE97F7F49D2EFAE9647BBA4E498C1F196D3FD97621CDAF69D9959E925E06A7FEE057B8241F3AB…

  • I have to say they've done an admirable job of polishing this area; the original looked extremely spare and kind of generic, but this definitely looks like Xen. The glowy bits on the ceiling and the alien plants on the side really add a lot.

  • This will be super helpful for any number of things!

  • I've had so many I don't know which one you are referring to specifically, but I have made many changes to the way I am doing lighting to fix a lot of things I was unhappy with.

  • I was actually operating under the assumption that these areas were teleported from place to place within Xen; there is no texture at all corresponding to those tile walls in Black Mesa currently (although there are some, like lab/c3a2a_w1j and tile/tilewall006d, that come sort of close to some elements of them). It is entirely possible that those textures just have not been released, although many Xen textures actually have- some with interesting names like mold_clusters_decal, xen-maggot, xen_…

  • General Xen Chit-Chat Thread

    Admiral Sakai - - The Cafeteria

    Post

    Curious that the wall textures used are never seen anywhere in Black Mesa proper. There's also a lot of research equipment and large machines in the modelfiles if you know where to look; perhaps these segments are part of a large and well-established Xenside facility?

  • Just a quick headsup that I've finished my first pass on the new Map B and plan to have it up along with a tweaked Map A in a week or so. 5FA1BA80F2489CB37D9F221B3AFCF1352B057C82

  • Work on the fundamentals of ev_office is coming along fairly well, with a current group of four scientists and a security guard at various levels of savability ranging from effectively guaranteed to nearly impossible (I managed to do it once, on easy mode, with cheats) able to be led to an elevator at the end of the level. 06304471519653AA9E7F03514485219EB5871534 I plan to add more as I expand the area out, of course (which also achieves my somewhat paradoxical longtime dream of seeing one of my…