Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
Make BM's Xen more like the mod Prospekt, and did you know the mod came out as well?
[QUOTE=Mryayayify;49766285]Make BM's Xen more like the mod Prospekt[/QUOTE]
[T]http://images.akamai.steamusercontent.com/ugc/306613034800476973/12AE2EE8F87FF740EA67423C41CB9F039F26C503/[/T]
no thanks.
[QUOTE=Blueleaf;49766398][T]http://images.akamai.steamusercontent.com/ugc/306613034800476973/12AE2EE8F87FF740EA67423C41CB9F039F26C503/[/T]
no thanks.[/QUOTE]
[url]http://steamcommunity.com/groups/valvetime/curation/app/399120/[/url]
:v:
Prospekt is basically another below average mod for HL2 , there's crap ton of free mods on moddb much better than this one .
Why did Valve even CONSIDER allowing it to be sold on retail ?
The screenshots alone put it way lower than a bunch of GMOD singleplayer maps
[QUOTE=Blueleaf;49766398][T]http://images.akamai.steamusercontent.com/ugc/306613034800476973/12AE2EE8F87FF740EA67423C41CB9F039F26C503/[/T]
no thanks.[/QUOTE]
I thought this mod was for Half-Life 2, not Fallout 3
[QUOTE=coolguy32;49766742]Why did Valve even allow it to be sold on retail ?[/QUOTE]
Because it was Greenlit. If a mod is Greenlit and the creator wants to sell it, Valve is (basically) required to license the engine to them - despite them 'not licensing Source' anymore.
Prospekt's creator claims it's "Valve-endorsed" because he's allowed to sell the mod - but literally [U]anyone[/U] can sell a mod if it makes it through Greenlight.
If this was Richard Seabrook's ticket into the Game's Industry then I think he'll honestly be a good fit. Releasing over-priced, unfinished, and buggy games just for the sake of it. Using PR to justify a game rather than the actual merits (admit it, some people bought this due to the press he was getting).
Shit, Ubisoft should hire this dude. He'd fit right in there.
i bought it due to the press and im disappointed and cant refund because steam support is being weird
ot: any1 hear anything about that hl1 smg skin
[QUOTE=Mryayayify;49766285]Make BM's Xen more like the mod Prospekt, and did you know the mod came out as well?[/QUOTE]
When I imagine xen in black mesa (after all the aforementioned skyboxes on the developer's part) I imagine something along the lines of this, although obviously less detailed (We all know how source is amirite? *laugh track*).
[IMG]http://pre10.deviantart.net/f6bf/th/pre/f/2011/082/5/d/deepest_xen_pt1_by_michaeltannock-d3camr1.jpg[/IMG]
Although, if you want a more accurate representation I'd look at the concept art the developers put on the wiki (assuming they haven't changed their direction)
[IMG]http://wiki.blackmesasource.com/images//thumb/a/a5/61-mr1_xen.jpg/300px-61-mr1_xen.jpg[/IMG]
[sp]should I mention that I found some textures for a floating island in the files? [/sp]
Our Xen will be nothing like Prospekt's in basically any way...I can wholeheartedly and emphatically assure you of that.
Also, our direction is fairly different from the old public concept arts.
I remember getting hyped about Xen when this pic surfaced:
[IMG]http://2.bp.blogspot.com/-vB3FhV1kfho/TaUkRaeJQoI/AAAAAAAABcc/SYhJVBKvn40/s1600/Freeware%2BPC%2BFirst-Person%2BShooter%2B%2528FPS%2529%2BMod%2BBlack%2BMesa%2BSource%2BXen.jpg[/IMG]
[QUOTE=TextFAMGUY1;49771301]our direction is fairly different from the old public concept arts.[/QUOTE]
....but the skyboxes will be sexy right?
[URL="http://forums.blackmesasource.com/index.php/Thread/28852-BBIMP-2-3/?postID=618526#post618526"]Fresh screen from BBIMP thread.[/URL]
[t]http://i.imgur.com/R6tv1Og.jpg[/t]
After reading through some of the negative comments regarding the Black Mesa dev's new shotgun I decided to try my hand at rigging Lamarr's spas 12 onto the retail animations. I personally like the new shotgun model but was hoping for a model more in the vein of the gearbox hd model.
[IMG]http://images.akamai.steamusercontent.com/ugc/317872565983646260/5E0B2FA665939493AE06F7FA59629FD733E0CAB1/[/IMG]
Please note that this screenshot is just a place holder and I still have some things to fix (the pump doesn't move and the shells aren't inserted properly).
[QUOTE=calinator666;49828944]After reading through some of the negative comments regarding the Black Mesa dev's new shotgun I decided to try my hand at rigging Lamarr's spas 12 onto the retail animations. I personally like the new shotgun model but was hoping for a model more in the vein of the gearbox hd model.
[IMG]http://images.akamai.steamusercontent.com/ugc/317872565983646260/5E0B2FA665939493AE06F7FA59629FD733E0CAB1/[/IMG]
Please note that this screenshot is just a place holder and I still have some things to fix (the pump doesn't move and the shells aren't inserted properly).[/QUOTE]
Yay, it's my baby!
[QUOTE=calinator666;49828944]After reading through some of the negative comments regarding the Black Mesa dev's new shotgun I decided to try my hand at rigging Lamarr's spas 12 onto the retail animations. I personally like the new shotgun model but was hoping for a model more in the vein of the gearbox hd model.
[IMG]http://images.akamai.steamusercontent.com/ugc/317872565983646260/5E0B2FA665939493AE06F7FA59629FD733E0CAB1/[/IMG]
Please note that this screenshot is just a place holder and I still have some things to fix (the pump doesn't move and the shells aren't inserted properly).[/QUOTE]
If i remember correctly , this model also had a stockless version .
Could you also port that ?
[QUOTE=coolguy32;49838533]If i remember correctly , this model also had a stockless version .
Could you also port that ?[/QUOTE]
Problem with the stockless version is that it's just a model edit, and not a texture edit - which would normally be fine, because Lamarr was smart enough to break up the model into several high-res textures for that sort of thing - but the problem is the AO is therefore unedited, and it's pretty noticeable on the top of the heatshield.
If we could get a .psd of the original diffuse, it'd be a really easy fix, but a lot of artists don't save those once a project is complete. Really it's mainly up to Lamarr at this point.
[QUOTE=coolguy32;49838533]If i remember correctly , this model also had a stockless version .
Could you also port that ?[/QUOTE]
I may be able to simply remove the mesh that references the stock. But I have bigger problems than that...
[IMG]http://images.akamai.steamusercontent.com/ugc/317873082332886889/FA7A8A6D69E0020DA43CA95317FD6A096CB4A9A3/[/IMG]
I'll also be recompiling the textures with mipmaps and Fixing the transparency on the strings (they use "$additive 1" and "$translucent 1" when they would look better using "$alphatest 1")
[QUOTE=Old Hermit;49839052]Problem with the stockless version is that it's just a model edit, and not a texture edit - which would normally be fine, because Lamarr was smart enough to break up the model into several high-res textures for that sort of thing - but the problem is the AO is therefore unedited, and it's pretty noticeable on the top of the heatshield.
If we could get a .psd of the original diffuse, it'd be a really easy fix, but a lot of artists don't save those once a project is complete. Really it's mainly up to Lamarr at this point.[/QUOTE]
The original ep2 release had 3 variations: w/ stock, unfolded stock and stockless and there never was an ao bake done for the stock so just deleting the stock mesh should do.
Unfortunately it's beginning to look like I'm going to need to use a different shotgun model. I've managed to get the pump working but even after making the shotgun disproportionately big to the player's hands the shells still hang out the side upon being reloaded. My only remedy to the problem would be to remove the shells from the reload animation.
I'll probably release Lamarr's spas 12 at a later date using soldier 11's shells. For now I'll be using this model [url]http://css.gamebanana.com/skins/117990[/url]. If anyone has any shotgun models they'd prefer ported just tell me and I'll do my best to re-rig them.
[QUOTE=Lamarr;49842891]The original ep2 release had 3 variations: w/ stock, unfolded stock and stockless and there never was an ao bake done for the stock so just deleting the stock mesh should do.[/QUOTE]
Oh, really? Apologies, then, the version I had must have been an edit by someone else. Didn't mean to insult the quality of your work.
I've tried rigging multiple shotguns for Black Mesa and [B][U]every single one[/U][/B] has the shells being placed in mid air / not high up enough.
Everything else works fine though, it's just the goddamn shells.
Whenever I try to join the meshes I get this strange smooth shading issue. Then when I try to compile the model for source alot of the vertices are transparent. Can anybody help me with this because I can't find any information on this.
[IMG]http://i.imgur.com/cSe7qo0.jpg[/IMG]
[QUOTE=CryoDragon;49852094]I've tried rigging multiple shotguns for Black Mesa and [B][U]every single one[/U][/B] has the shells being placed in mid air / not high up enough.
Everything else works fine though, it's just the goddamn shells.[/QUOTE]
have you made sure that the vertex groups for the shells have the same name as the bone?
[QUOTE=calinator666;49856649]have you made sure that the vertex groups for the shells have the same name as the bone?[/QUOTE]
The only reason they're placed in mid air is because the shotgun mesh I used was different from the normal one.
I also came up with an idea, If you want I can use 3DSMax to edit the reloading animation, so the shells actually move into the gun when you reload it, it's fairly easy from what I've tried so far.
[QUOTE=CryoDragon;49858442]
If you want I can use 3DSMax to edit the reloading animation[/QUOTE]
I appreciate it but the reload animation works fine on my current rig. It's the mesh that I can't get working right now. It seems that since I mirrored the shotgun when I try to join the mesh of the shotgun and non-mirrored shell it breaks the normals. I've fixed the lighting issue by simply flipping the normals but I can't get the smooth shading working.
I managed to rig Lamarr's spas-12 to Black Mesa's shotgun, but I can't seem to get it to work ingame.
I tried putting it in the addons folder, nothing.
I tried making a 'custom' folder, nothing.
I tried pasting it all into the main directory, nothing.
I've made sure everything is correct, there should be no reason for it to do that, if anyone has any tips I'd appreciate it.
[B]EDIT:[/B]
In fact [B]none[/B] of my custom addons work at all anymore, weird.
[QUOTE=Xubs;49869466]You edited your gameinfo file if you're trying to using the addons folder, yeah?
The /custom/ folder doesn't work at the moment, the Workshop fix broke the custom folder.[/QUOTE]
I've always used the bms/addons folder, never had to edit the gameinfo though
So I managed to rig Thanez' crowbar onto the steam default animations. That being said the bone relations weren't that complex, a monkey with blender could've done it. Nevertheless here's a graphic I made. I'll upload it to the workshop after I've figured out how the workshop tool works.
[IMG]http://i.imgur.com/pAFLtqr.png[/IMG]
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