• Black Mesa V6 - 'Not sure about the shotgun'-edition
    1,875 replies, posted
I know people are complaining about the Nihilanth's model, but we haven't seen it with normal maps/textures yet either
Don't need normals and diffuse to talk about the general form, like the mouth.
I'm trying to start up a dedicated server on my cloud instance, but I keep getting this error https://puu.sh/AdHzy/d8d5620ff3.png I'm really bad with linux. There definitely is a file called "engine.so" in the /bin/ folder, so I'm not sure what's going wrong.
I'm more worried about his stitched head, won't he be able to open his head flaps?
Maybe they'll tear open all bloodily
Are you running any plugins? Plugins will look up exported interfaces by name and the engine update may have deprecated VCvarQuery001 (replaced with VCvarQuery002 most likely) but the plugin would have been compiled to use the now deprecated interface. If not maybe some file didn't get updated properly? I've never run a dedicated server but I assume there's some equivalent to Steam's verify cache.
Best bet is to be using the Ubuntu distro. Also apt install steam can help for weird crashes, since there can be dependencies that steamcmd doesn't do anything about.
Oh actually is it 64-bit Linux? Not sure if srcds/Black Mesa is 64-bit (pretty sure they aren't) but I remember trying to run a program compiled for a different architecture and due to some quirk in Ubuntu/Linux the error I got was (confusingly) that the executable didn't exist.
I'm pretty sure it is Ubunutu. However I'll try installing Steam, that might be it. I have an HL2DM server running currently and it's fine, so I don't think it's inherent to Source in general.
Just a quick question, has the Black Mesa team fixed some of the cube-map bugs yet? Because here is something that makes them alot nicer. <iframe width="854" height="480" src="https://www.youtube.com/embed/ZH6s1hbwoQQ?list=FLszeMGfbT-qxajaLsYFkybw" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>
https://i.imgur.com/C46TDLp.png https://i.imgur.com/xnRpiTd.png The zombie grunt has no smoothing groups which causes the vertex count to fucking rocket past what you can safely say Source supports.
I feel like this and soft particles would be tremendous improvements and would go a long way towards making the graphics feel more up to date. They've done some really nice improvements to the engine so far, but some aspects still stick out like a sore thumb and contribute to that "stuck in 2006" look.
That's not how smoothing groups work, It will have the same amount. Smoothing affects how lighting is rendered across the model.
Unless the original H.E.C.U. soldier model was ridiculously high poly ( which I doubt ), that shouldn't happen, especially for not being able to apply smooth groups. It must be another issue.
I'm pretty sure that's exactly how most 3d engines work with smoothing groups.
In any modelling program it probably has multiple arrays of varying sizes for things like position and normals and just has the face store multiple indexes for each array so it doesn't have to constantly copy data as you edit the mesh. Once it's compiled for in game use those arrays are all combined using the indexes to find vertices with unique data and the faces will just have a single index for each corner in the new array. Something probably just went wrong on export since I think the team uses 3DS Max and Wallworm's plugins used to be a bit awkward at times.
Yes it does, that's how mesh normals work, look it up.
http://wiki.polycount.com/wiki/Polygon_Count#Triangle_Count_vs._Vertex_Count We don't even need to look it up to see this happen https://i.imgur.com/tt7bY6H.png
It is a very well known fact that smoothing groups are handled internally by duplicating vertices at crease boundaries. https://www.youtube.com/watch?time_continue=65&v=ciXTyOOnBZQ
And that very video explains why you're wrong, I doubt the they're all split you're not going to open up the UV and see seperate shells all over the place.
Well lets see how well your explanation holds up in practice. Here are two cubes with a mirrored uv seam down the middle in hlmv. They are exact duplicates of one another save for the cube on the right having one half of its mirrored uv moved out of the box by 1. https://orig00.deviantart.net/a798/f/2018/128/3/4/dmsmsuvf_by_blueflytrap998-dcb17rt.jpg With the normalmap disabled they both look identical. Why is the cube on the left displaying the normalmap incorrectly when the cube on the right isn't?
I think you are misunderstanding something here. Perhaps this will make the concept behind it more clear: 1) Each vertex's normal direction is (unless manually defined) comprised of the facewise normal direction of all faces that it belongs to. (Then the mesh face normals are usually determined at runtime by interpolating the stored vertex normals somewhere in the fragment shader pipeline) https://files.facepunch.com/forum/upload/234248/bebd3a6f-5c94-4ff2-9303-ce34057bb8ec/1.png but, in order to have two different smoothing groups, this interpolation must be disabled. That is: https://files.facepunch.com/forum/upload/234248/fc30ef28-1d6f-467c-b915-892a34f1ae49/2.png But, now it is immediately clear that you cannot simply solve this one by manually defining the vertex's normal: one vertex can only store one normal direction. So, this vertex must first be duplicated, once for each face that vertex belongs to: https://files.facepunch.com/forum/upload/234248/8c0aa140-04cf-4763-b860-357b62b33ec2/3.png
I still thinking it must be another issue than smoothing groups, I mean, I have been able to compile without problems models up to 30k polys. Another story is if the total sum of the original mesh + headcrab + LODS gives problems, which I found to happen on such levels. If my memory doesn't fail, unless they raised the quality more on the last updates, usually human models in BMS doesn't have more than 10k. Yea probably it must be the exporter and / or 3DS Max. Back when I used it was rare the model which didn't give me problems either at export or meanwhile I was working on them. They can always try to export the model into another format and then to SMD / into another version / tool like Blender, that usually doesn't fail.
I think you are missing the fact that even if the 3d model in a 3d modelling software does not appear to have duplicated vertices (due the smoothing groups), the engine behind that process and renders the models will eventually split the vertices to achieve the desired effect of smoothing groups.
Are there any gameplay mods that make the HECU not such a pain in the ass to fight?
skill 1 in console
Gee Thanks It’s less of a “there too hard” and more of a “there just not fun to play against” If I wanted to creep around corners and be pinned down 24/7 I would just play condition zero deleted scenes
you can fuck them up with tripmines very easily since they're so aggressive
but they're very similar to hl2 combines. did you hate hl2 the whole way through aswell? also i played czds alot and i dunno what you're talking about
C:\Program Files (x86)\Steam\SteamApps\common\Black Mesa\bms > bms_misc_dir.vpk scripts\gameplay\weapons\weapon_mp5.dmx "npc_attack" "npc_attack" { "id" "elementid" "b786a699-6137-4684-9788-ab2edc850d3a" "cycle" "float" "0.1" "burst_count_min" "int" "8" "burst_count_max" "int" "16" "rest_time_min" "float" "0.3" "rest_time_max" "float" "0.6" "bullet" "bullet" { "id" "elementid" "fe4126d4-5274-41dd-92c7-6787c6a4d840" "spread" "vector3" "5 5 0" "damage" "float" "4" "npcmovementinaccuracypenaltymultiplier" "float" "2" } } More than likely the values you're going to want to change are npcmovementinaccuracypenaltymultiplier, which is more or less what it sounds like and multiplies the rng value on marine MP5 accuracy when they're running, and the burst_count and rest_time _min and _max values If you'd like the grunts to always be inaccurate, just change the penalty multiplier to 1 and bump up the values in the spread float I have mine set up to be more similar to the ones in Half-Life, and it feels pretty fair to me. Punishes you for playing poorly and getting up close, but rewards flanking and utilizing cover. "npc_attack" "npc_attack" { "id" "elementid" "b786a699-6137-4684-9788-ab2edc850d3a" "cycle" "float" "0.12" "burst_count_min" "int" "3" "burst_count_max" "int" "4" "rest_time_min" "float" "0.9" "rest_time_max" "float" "1.1" "bullet" "bullet" { "id" "elementid" "fe4126d4-5274-41dd-92c7-6787c6a4d840" "spread" "vector3" "5 5 0" "damage" "float" "4" "npcmovementinaccuracypenaltymultiplier" "float" "2" } } That being said my setup is a lot more casual than a lot of people prefer, so really it's a matter of personal taste. Just be sure you have your game set up to read your custom folder first and slap it in there.
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