Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
I still hope they fix the gibbing. Seeing bodies just fall apart when gibbed is pretty unsatisfying.
I don't get it either because MP the gibs actually react to force like it should and it makes gibbing someone with a shotty or rocket way more fun.
Also a gib sound please
[QUOTE=Bloodshot12;52773564]I still hope they fix the gibbing. Seeing bodies just fall apart when gibbed is pretty unsatisfying.
I don't get it either because MP the gibs actually react to force like it should and it makes gibbing someone with a shotty or rocket way more fun.
Also a gib sound please[/QUOTE]
My hopes for gibbing are twofold:
Localized damage, like in Day of Infamy.
A second type of smaller gibs, for when you shoot someone with the tau cannon or explosives, akin to gibs in the original Half-Life. The ARC gun in District 9 was a glorious translation of this to the big screen.
If they made some pain frames for getting shot like quake or doom it would help balance out the hecu a little bit since they can move and shoot now
[QUOTE=Bloodshot12;52773781]If they made some pain frames for getting shot like quake or doom it would help balance out the hecu a little bit since they can move and shoot now[/QUOTE]
Honestly, the best example of this would be the Replica Soldiers from F.E.A.R, they have a lot of animations in combat that makes them feel very reactive.
[QUOTE=WillerinV1.02;52772515]It's a troubling time for me. Do I start my replaythrough of black mesa soon, in order to get the full black mesa experience and and be ready to play Xen as soon as it hits? Or do I wait to make sure it's not delayed, but risk having to cram an entire black mesa playthrough in a few days to see the new Xen content? It's a very dire decision.[/QUOTE]
Well when they update there's a 100% chance it's going to break your save. Also you could just boot up a new game from the first Xen chapter (Or LC if you prefer)
[QUOTE=Mech Bgum;52775794]No I'm not. It's like that on easy.
Anyway, hl1 wasn't doing that on hard neither.[/QUOTE]
I'm sure that vortigaunts, bullsquids and houndeyes attack faster in hl1 hard mode. But at least most could be flinched
nah, houndeyes really are super dangerous in BM.
only aslaves attack faster in HL1 on hard
Thing about houndeyes is that they pause to charge before they can do their attack and can only do it once they're super close. Considering you have ranged weapons it's pretty easy to avoid getting close. Atop that, they took so long that if they ever did get close enough to start charging and do damage, you could be completely out of their range by the time it goes off. Not to mention they weren't particularly devastating either. In Black Mesa you have less time to escape the blast which makes them actually formidable enemies. It's a nicer balance if ya ask me.
Also small update
[t]https://i.imgur.com/nfe39Pf.png[/t]
I feel like those arms capture what Valve was going for better than, say, even the original HD pack, which never looked quite right.
The hd pack arms were too skinny, they made Gordon's arms look like sticks
Did a coop test for bm the other day by changing the level of a dm game to an sp level. One or 2 npcs ctd (tentacle i think) and mp5 hecu can't shoot, certain things are missing, level changers don't work and you spawn outside the level, but it was surprisingly stable and a lot of scripted sequences seem to work.
Honestly if we don't get a coop mod at the very least once tools are out i will be quite disappointed as it's actually somewhat playable in it's current state
[QUOTE=Crypt19;52776921]Thing about houndeyes is that they pause to charge before they can do their attack and can only do it once they're super close. Considering you have ranged weapons it's pretty easy to avoid getting close. Atop that, they took so long that if they ever did get close enough to start charging and do damage, you could be completely out of their range by the time it goes off. Not to mention they weren't particularly devastating either. In Black Mesa you have less time to escape the blast which makes them actually formidable enemies. It's a nicer balance if ya ask me.
Also small update
[t]https://i.imgur.com/nfe39Pf.png[/t][/QUOTE]
Do you use a blender to create models?
[QUOTE=Cryoshell;52777918]Do you use a blender to create models?[/QUOTE]
Well, I use [I]Blender[/I]. If anyone can create models using [I]a blender[/I] I'll be impressed.
[QUOTE=The Fiend;52777758]I feel like those arms capture what Valve was going for better than, say, even the original HD pack, which never looked quite right.[/QUOTE]
Thankies ily
REMOVE VIEW KICK WHEN SHOT
I wouldn't remove it, HL1 had it too. But tone it down a lot.
@Crypt man that looks phenomenal - you wouldn't happen to have any texturing tutorials would you?
[QUOTE=Crypt19;52776921]Also small update
[t]https://i.imgur.com/nfe39Pf.png[/t][/QUOTE]
Looking fantastic. You planning on making new materials for the hands, as well? I can understand not wanting to screw around with their meshes, but having such a disparity in texel density would be a shame.
[video=youtube;5Sy4gTrm7XA]https://www.youtube.com/watch?v=5Sy4gTrm7XA[/video]
I redid my explosion particle, what do you guys think?
[QUOTE=Bloodshot12;52779410][video=youtube;5Sy4gTrm7XA]https://www.youtube.com/watch?v=5Sy4gTrm7XA[/video]
I redid my explosion particle, what do you guys think?[/QUOTE]
Looks pretty damn good.
I like it! Very satisfying to watch pop.
Any chance of an animation preview for the classic weapons pack? Or have some clips been posted elsewhere and I'm just a doofus who can't internet?
Looks sick, though I do think the smoke could dissipate faster. I know it's realistic and all, but it does block the view quite a bit for a significant amount of time
ok, take 2
[video=youtube;TEBREz5kyQk]https://www.youtube.com/watch?v=TEBREz5kyQk[/video]
any better? I reduced the smoke lifetime and alpha, changed the overall color to be a little more redish, and made the fireball more fire-like instead of being obscured by the intense glow
There ya go, that looks so much more nice to play with. Great work!
[QUOTE=Bloodshot12;52778335]@Crypt man that looks phenomenal - you wouldn't happen to have any texturing tutorials would you?[/QUOTE]
Nope, sorry. Friends have actually been asking for a long while and I've been meaning to get on it. But to be honest I'm not a great teacher, and since I'm mostly self-taught I'm sure I don't have the greatest techniques. Most of what I've learned has been experimenting and keeping track of what tends to have good results and what doesn't. I will say, though, if you've got a semi-decent camera, take pictures constantly. You never know what will make for a good base or reference. A DSLR was one of the best purchases I've ever made.
[editline]15th October 2017[/editline]
[QUOTE=Old Hermit;52778645]You planning on making new materials for the hands, as well?[/QUOTE]
For a while I was planning on making the handpack, but I think I'm deciding against it. About 98% of the time the only part of the hands you can see is the black rubbery bit. In-game you don't really see too huge a difference.
Still need to buy this game
May want to do it soon. Not sure if the devs are going to increase the price once Xen comes out, but I'd say they have the right to.
Making some muzzleflashes to go along with the new particles
[video=youtube;rDbQSPRqsC8]https://www.youtube.com/watch?v=rDbQSPRqsC8[/video]
Those look real good. Nice punchy sfx too.
[QUOTE=Bloodshot12;52818989]Making some muzzleflashes to go along with the new particles[/QUOTE]Looks awesome! Really digging the colors you used for it.
What sound pack are you using by the way? I need something else that isn't the stock sounds.
[QUOTE=Bloodshot12;52818989]Making some muzzleflashes to go along with the new particles
[video=youtube;rDbQSPRqsC8]https://www.youtube.com/watch?v=rDbQSPRqsC8[/video][/QUOTE]
AH, now that's punchy. Just a little nitpick though, you might be overdoing it a little with all of the smoke trails? I think only a few weapons should use this effect like maybe even just the magnum. Great work though, I'd love to do a replay with these.
Wait, scratch that, I love the smoke trails (they grew on me)
[QUOTE=MissingNoGuy;52819177]Looks awesome! Really digging the colors you used for it.
What sound pack are you using by the way? I need something else that isn't the stock sounds.[/QUOTE]
I blended various insurgency sounds with BMS sounds for the glock, mp5, and 357, while the shotty is blended with the hl1 and animation revamp sounds.
Have new bullet impact sounds as well from various sources.
EDIT:
Trying to decompile the marine models with crowbar and bm's tools, it did not go well
[video=youtube;RpVwjI9mlrU]https://www.youtube.com/watch?v=RpVwjI9mlrU[/video]
[QUOTE=Bloodshot12;52820001]I blended various insurgency sounds with BMS sounds for the glock, mp5, and 357, while the shotty is blended with the hl1 and animation revamp sounds.
Have new bullet impact sounds as well from various sources.
EDIT:
Trying to decompile the marine models with crowbar and bm's tools, it did not go well[/QUOTE]
This is messed up indeed. Does it have something to do with the Crowbar application and/or the model format Black Mesa uses?
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