Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
[QUOTE=ysrael214;49426025]Now with the deathmatch out, can someone recreate this?
[url]http://forums.blackmesasource.com/index.php/Thread/15818-Robo-Model/?pageNo=1[/url][/QUOTE]
wait why didn't they make robo for DM
robo is objectively the best playermodel
[QUOTE=Crowbar Collective (yes, those spelling errors were in the changelog)]-Shogun will now gibb characters if damage is high enough[/QUOTE]
:vs:
[video]https://youtu.be/uUzcDugbiDI[/video]
I love how they all complement you.
[QUOTE=Plaffy46;49413927][t]http://images.akamai.steamusercontent.com/ugc/367406736558054338/955D9B241D9EBAF340DB8DC06AF0F7DF2AB68021/[/t]
[B]On a single image [/B]: broken viewmodel texture, modelbrush visible, random UI message not even complete and stuck forever on my screen, turret literally died as soon as it spawned, headcrabs.exe stopped working.
Not shown: getting randomly killed by physics object to the point where opening doors makes my heart jump, marines switching from aimbot to total unconsciousness, RPG tracking system not tracking anymore except when it's about doing a 180 degree because you aimed for 1 single second at your cover, server-sided achievements bull**.
(Other than that, there were cool improvements to the game, patiently waiting for Xen)[/QUOTE]
delete bms_materials.vpk or whatever it is, then verify game cache.
[QUOTE=CryoDragon;49430024]:vs:
[/QUOTE]
I didn't even mean for this to be promoted by the official Black Mesa Facebook page.
:what: [IMG]http://puu.sh/mfv0M/7c492583ca.png[/IMG]
I was joking about the 'improved' shotgun part, but I guess they didn't see that, the whole video was supposed to be dedicated to how ridiculous it is, but I suppose this is ok.
[QUOTE=Crypt19;49422516]I don't have enough textures to replace [I]everything[/I], so I'm not sure it's worth it. Additionally, it requires that I recompile maps (most of the textures are *2 BM's, so I need to rescale), so anytime CC ships a modified map, it would either break the mod on that map, or the mod would take priority and wouldn't have the bugfixes the update included. Not a workload I feel like keeping up with. Not to mention I made the textures for another mod project, not BM.[/QUOTE]
You could try scaling it in the proxies kind of like fakefactory did (high res? oh boy, now I'm drooling). Anyway, here's the vmt for a texture in cinematic mod that replaces a 512x512 texture with a 2048x2048 texture for reference:
// envmaptint_fix
"LightmappedGeneric"
{
"$basetexture" "Metal/metalwall077a"
"$surfaceprop" "metal"
// "$detail" "FF_detail\V_metal_detail_01"
// "$detailscale" "4.283"
// "$detailblendfactor" .8
// "$detailblendmode" "0"
//
"%keywords" "combine"
"$bumpmap" "Metal/metalwall077a_normal"
"$nodiffusebumplighting" 1
"$envmaptint" "[ .26 .26 .35 ]"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 1
"$envmapsaturation" 1
"$texscale" 4
"$bumpscale" 4
"$baseTextureOffset" "[0.5 0.5]"
"$bumpTextureOffset" "[0.5 0.5]"
"Proxies"
{
"TextureTransform"
{
"translateVar" "$baseTextureOffset"
"scaleVar" "$texscale"
"resultVar" "$baseTextureTransform"
}
"TextureTransform"
{
"translateVar" "$bumpTextureOffset"
"scaleVar" "$bumpscale"
"resultVar" "$bumptransform"
}
}
}
If you don't feel like doing it could you send the textures to me please? They are very nice.
More progress
[t]http://images.akamai.steamusercontent.com/ugc/356147995820882520/E78BB14859D6560690E67763EC38D52A05B16B30/[/t][t]http://images.akamai.steamusercontent.com/ugc/356147995820882691/7BE1005F486369DACD2CB9B91C41404CDF2C2885/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/356147995820882928/5219252D666C71A03627B6F7EC568DB21FE4AD5F/[/t][t]http://images.akamai.steamusercontent.com/ugc/356147995820883041/885C3A538CD24CCED90B080A921CA7EBF4BBAC5C/[/t]
Considering just dumping the normals for the engravings and using solely alphas for them. Can't really get away with that on the noise on the grip and guard, but those aren't nearly as proned to aliasing. Thoughts?
Damn, that is a sexy Glock.
[QUOTE=calinator666;49433025]You could try scaling it in the proxies[/QUOTE]
I actually totally forgot about that until you brought it up. And like I said, these are for a larger project not BM-related. I don't plan on releasing the textures separately.
Although, now that you remind me of the texture scaling, I could consider a high-res pack... Hm... Though it would have to either be released incremental, or one release a long ways off.
[QUOTE=Old Hermit;49433545]Considering just dumping the normals for the engravings and using solely alphas for them. Can't really get away with that on the noise on the grip and guard, but those aren't nearly as proned to aliasing. Thoughts?[/QUOTE]
Yeah, you should dump normals, they hardly look good on v_models. If I'm not mistaken, all weapons in CSGO use no normal maps, just specular maps/illumination settings.
[QUOTE=ferdam;49434293]Yeah, you should dump normals, they hardly look good on v_models. If I'm not mistaken, all weapons in CSGO use no normal maps, just specular maps/illumination settings.[/QUOTE]
come on now
normal mapping for additional detail in models is not necessary, but it's often used to get rounded edges on a [i]lot[/i] of models.
it does indeed look like Counter-Strike: Global Offensive's weapon view models use no normal mapping, but the geometry of these models is more detailed, to compensate for the lack of detail normal mapping could give.
So, how exactly are workshop addons broken? Entirely? Or do I just need to do some weird jury-rigging?
If you're talking as a person downloading one, they currently download to the wrong folder, you'd need to move them back to the right one.
If you're talking making them, biggest issues are that you can't update a pre-Crossfire mod, and you have to point the uploader to a folder containing the vpk rather than the vpk itself (or any contents you'd want in said vpk).
All are issues the devs are looking into, and none are too severe I suppose. Unless I'm leaving something out.
[QUOTE=SageJFox;49435761]If you're talking as a person downloading one, they currently download to the wrong folder, you'd need to move them back to the right one.
If you're talking making them, biggest issues are that you can't update a pre-Crossfire mod, and you have to point the uploader to a folder containing the vpk rather than the vpk itself (or any contents you'd want in said vpk).
All are issues the devs are looking into, and none are too severe I suppose. Unless I'm leaving something out.[/QUOTE]
What folder do I put them into? They seem to have downloaded into common\Black Mesa\bms\addons\workshop, which sounds like it'd work, but doesn't seem to.
[QUOTE=ferdam;49434293]Yeah, you should dump normals, they hardly look good on v_models. If I'm not mistaken, all weapons in CSGO use no normal maps, just specular maps/illumination settings.[/QUOTE]
Pay no attention to this man.
[QUOTE=SageJFox;49435761]Unless I'm leaving something out.[/QUOTE]
There's also the issue of not being able to upoad a preview image right now, which is huge, depending on the person. e.g. When's the last time you clicked on a mod w/ no preview image?
[QUOTE=Juniez;49434421]come on now[/QUOTE]
(and other quotes)
Well, I'm probably wrong then, sorry.
As an explanation, I think I'm mistaken because I usually see normal maps giving strange effects on v_models, so, now thinking better about it, it's probably just bad usage/not optimized normal maps that causes this.
Btw, I took CSGO as example but I totally forgot they use high poly models, which can be the reason why they didn't apply normal maps.
Again, excuse me for that post, it was just my intention to give some feedback/my idea, but I was lazy to do some research before posting.
Thanks for pointing me that I was wrong!
I just had a Black Mesa trading cards booster pack randomly appear in my inventory. Do these things just drop while you're offline?
[QUOTE=i_speel_good;49437086]I just had a Black Mesa trading cards booster pack randomly appear in my inventory. Do these things just drop while you're offline?[/QUOTE]
Once in a while I too get a random booster pack, I'm not into collecting them so consider so it's like getting a tiny amount of free money.
Another model.
This one's WIP, I've still got some glaring issues and a few details to add, both mostly surrounding the pin. Definitely in a state worth showing otherwise, though, in my opinion.
[IMG]http://i.imgur.com/m3ckcwz.png[/IMG]
might be just me but the actual grenade bit looks a wee bit too shiny
i can understand the bare metal being shiny but the green paint looks too shiny, should have more of a matte texture imo
[QUOTE=ProfHappycat7;49440625]might be just me but the actual grenade bit looks a wee bit too shiny
i can understand the bare metal being shiny but the green paint looks too shiny, should have more of a matte texture imo[/QUOTE]
Yeah, being THAT shiny might reduce its effectiveness since people would see it coming
[QUOTE=ProfHappycat7;49440625]might be just me but the actual grenade bit looks a wee bit too shiny
i can understand the bare metal being shiny but the green paint looks too shiny, should have more of a matte texture imo[/QUOTE]
That's clearly not the paint that's super reflective - it's where the paint has chipped off and the metal underneath is visible.
Probably!
[QUOTE=Crypt19;49440164]Another model.
This one's WIP, I've still got some glaring issues and a few details to add, both mostly surrounding the pin. Definitely in a state worth showing otherwise, though, in my opinion.
[IMG]http://i.imgur.com/m3ckcwz.png[/IMG][/QUOTE]
Have my children
You should keep them.
Here, reworked the paint chipping, reduced shininess of paint, other misc bits and bobs.
[IMG]http://i.imgur.com/VCy06lJ.png[/IMG]
Also, I found this funny, I made a grenade 2 years ago when I first started learning, and it [URL="http://i.imgur.com/4heYbI6.png"]looked like this.[/URL] Needless to say, that one never made it to Black Mesa, but this one will soon.
I hope they get the Workshop deal under control soon. It would be annoying to have to wait a few months for another big update before they fix it.