• Black Mesa V6 - 'Not sure about the shotgun'-edition
    1,875 replies, posted
[QUOTE=Juniez;49444562][img]http://puu.sh/mhIph/01c2b03dfc.jpg[/img][/QUOTE] Fucking christ why am I poor right now I so wanna throw money at you Also side note: please don't let this die, I mean I can totally 100% get just being frustrated with a project, especially one with the kind of shit that happened to your pack, to the point where you want to just let it crash and burn, but if push comes to shove you could always just dump it on someone else. This community would be [I]more[/I] than willing to make sure this things sees a full-fledged release.
[QUOTE=Juniez;49444562][img]http://puu.sh/mhIph/01c2b03dfc.jpg[/img][/QUOTE] I'm not sure how far your going to go with this project but I would love to see a remake of the LD hivehand. Would you be able to release the hivehand on the stock hands? Either that or if one of the devs could release this early render of the hivehand. [IMG]http://wiki.blackmesasource.com/images//8/83/Hivehand_wip.png[/IMG]
Personally I don't actually have any problems with Black Mesa's current version of the model. It's high enough quality that it doesn't look out of place with the new models and it's pretty faithful to Half-Life's design. Put the grenade on [URL="http://blackmesa.gamebanana.com/skins/143743"]Gamebanana.[/URL] After some feedback from a few people (e.g. "awesome grenade but why has it been thrown around on a rocky surface for four days before use") I ditched most of the paint damage, leaving only a few chips.
I think the fact that they reanimated the hivehand from the mod rather than replacing it with a new model helped improve it. I am a bit nitpicky about first person weapon anims because theres an obvious line between bad and good. The mod's hivehand animations were a bit stiff and robotic compared to retail which is much more lively and organic. However props to the manhours spent on animating a metal arm getting shoved up a bioweapons bunghole
[URL="http://lambdageneration.com/discussion/half-life/interview-with-black-mesa-developer-chon-kemp-exclusive-look-at-surface-tension-uncut-info-on-xen-livestream-giveaway/"]Some info on Surface Tension Uncut and, surprisingly, Xen.[/URL]
[QUOTE=M3l0m4ni4c;49447287][URL="http://lambdageneration.com/discussion/half-life/interview-with-black-mesa-developer-chon-kemp-exclusive-look-at-surface-tension-uncut-info-on-xen-livestream-giveaway/"]Some info on Surface Tension Uncut and, surprisingly, Xen.[/URL][/QUOTE] I hope they make continuous bombing during airstrikes.
[QUOTE]When you play the original Half-Life 1 Surface Tension nowadays, it doesn’t quite live up to that goal stated in Raising the Bar. It all feels very closed off, quite repetitive, and featureless overall – and is mostly memorable for its really great use of set pieces and story development. [/QUOTE] Well if you cut most of the fun sections, sure I mean, if you really think that ST is repetitive and featureless it makes the decision to cut 3/4 of it a bit more logical, but nevertheless the cut sections were some of my favorite so I'm glad they are coming back
[quote]One of the things we think is quite tough to understand is that with a project like ours, while what you see in the game is the result of countless hours of hard work and talent that we put into Black Mesa, what you don’t see is the much higher number of hours that goes into work which ends up on the cutting floor. For example – the helipad area on C2A5G. It’s really simple. It is just a helipad next to a road by some buildings. You wouldn’t believe that it took me between 10 – 20 hours to design just the layout for that section.[/quote] I kinda wish more people would be able to understand this.
Great interview!
[url]https://facepunch.com/member.php?u=563100[/url] is going to first try to rig them onto the default animations and that will probably be released in the workshop along with the model and material sources. and then other people can try to animate them themselves but it won't be my problem anymore
My guess is the bone is in the same place in the firing animation. Have you tried editing that as well?
What was the point of putting that in spoiler tags?
I really love what they did with the uncut maps design and flow so far after [sp]playing them myself.[/sp] Idk if they will merge the c2a5g map with the car garage areas and soldier shooting vent out scenes from HL etc, or if they will make a c2a5j map and move 'H'and 'I' back a letter
[QUOTE=Xubs;49451407]I am not sure how to edit the animations, unfortunately. I am new to this.[/QUOTE] import each of the firing animation smd files, move the animation timer to the point of the shell ejection, and move the bone to an appropriate position, then export as an animation
Hey, juniez, are you planning on releasing the particle effects you did for the glock and MP5 originally? I can't imagine the retail version would break particle effects, would it? They looked lovely.
they're not mine
[QUOTE=Xubs;49451393]So I'm trying to make a personal mod which fixes the position of the 9mm brass shell ejection position on the SMG so that the shells don't come out so far away from the camera. (They appear to come out of some point under the barrel of the gun, and not around the middle where the ejection port is, even though the bones are located in the proper position. This is probably due to my high FOV, hence why it is a personal mod.) Would anyone happen to know what .smd and what bone I should edit in order to change the position of the eject shell point on the model? I tried editing both the shell ejection bone position in Blender with both [I]v_mp5_mp5_reference.smd[/I] and [I]v_mp5_v_hands_hev.smd[/I] and after exporting the .smd and then recompiling the model the shells still ejected in the exact same position. This was on a vanilla game, working with a vanilla SMG model.[/QUOTE] Try checking the qc file for any mention of the shell ejection attatchment. the bone position is often mentioned in the qc.
Juniez, I have a question completely off topic but I can not resist, especially because I am a big fan of dogs, especially corgi, these puppies on your avatar, are yours?
no here's my dog though [img]http://puu.sh/mkoyH/415aaefa68.jpg[/img]
I was wondering if the Black Mesa mod version's hands would look good on the new animations [IMG]http://puu.sh/mkz4v/b31d3e6f4a.png[/IMG] [sp]They still look like shit[/sp]
So, I noticed Black Mesa has Phong on Brush faces. My friend is trying to do the same by editing lightmappedgeneric, but he can't figure out which file to edit. Could someone explain exactly what to do? I know this isn't the thread, but no one has responded in the programming forum. If someone could explain this, I'd be grateful. Thanks.
The VMT, obviously. And are you sure it's phong? Only Source branch that I know of that supports phong on lightmappedgeneric is CS:GO to a limited degree, and BM in only on a heavily modified TF2 branch. Hell, Black Mesa actually uses a lot of meshes because that's more viable w/ lightmapped models than vertexlit ones. Maybe you just saw a model.
[QUOTE=Crypt19;49465086]The VMT, obviously. And are you sure it's phong? Only Source branch that I know of that supports phong on lightmappedgeneric is CS:GO to a limited degree, and BM in only on a heavily modified TF2 branch. Hell, Black Mesa actually uses a lot of meshes because that's more viable w/ lightmapped models than vertexlit ones. Maybe you just saw a model.[/QUOTE] Yeah, it was on the floor. Regardless if BM:S has it or not, I still could use some guides. I've seen some HL2 mods do it with brush faces, such as City 17: Episode 1, but we're not sure what to do.
I still have my doubts that it was actually Phong, but the [URL="https://developer.valvesoftware.com/wiki/Category:Material_System"]VDCW[/URL] has nearly everything you'd need. Source has one of the few documentations that 9 times out of 10 is far better than any of its tutorials, in my opinion.
-snip-
[t]http://images.akamai.steamusercontent.com/ugc/356148721860803480/ED646D9036548F211615AD32BA963F5ED3FF2977/[/t] Still not entirely final. Thoughts?
Not a big fan of having two BM logos (Or any, sort of unreasonable that they'd manufacture their own security firearms), but otherwise that's pretty sold work.
yeah, im not sure about the black mesa logos, it would be much more likely that they'd just get firearms ordered from gun amazon
[QUOTE=a-cookie;49466950]yeah, im not sure about the black mesa logos, it would be much more likely that they'd just get firearms ordered from [B][I]gun amazon[/I][/B][/QUOTE] what
What is your guys opinion on the current MP5?
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