• Black Mesa V6 - 'Not sure about the shotgun'-edition
    1,875 replies, posted
[QUOTE=Maestro Fenix;49656720]I bet the firetruck is going to be for the Surface Tension uncut :D I can't wait.[/QUOTE] You can end your speculation, because it is. Brian made a lot of vehicles for STU!
Juniez made a [URL="http://forums.blackmesasource.com/index.php/Thread/18991-Black-Mesa-Classic-Weapons/?postID=617759#post617759"]really informative post[/URL] on how he did his weapons pack in terms of texture work / lighting. [QUOTE=Juniez]diffuse: [img]http://puu.sh/mSy08/4546da3ad1.jpg[/img] specular: [img]http://puu.sh/mSy0J/e633ec5695.jpg[/img] normal: [img]http://puu.sh/mSy1F/f5df2fce57.jpg[/img] composite: [img]http://puu.sh/mSxZR/138d0932bf.jpg[/img] in game: [img]http://puu.sh/mSzut/09a8abdaa6.jpg[/img] [img]http://puu.sh/mSzvy/90d98ed9f9.jpg[/img] if you just look at the wear on the maps separately the weapon looks absolutely wrecked but if you combine them with some good value balancing you can get nice thick shapes for the wear while keeping the actual specular intensity in check. also note that in areas with good geometry detail (handguard, grenade launcher, rear sight) there's barely any wear because the visual interest is already taken care of by the geometry and shading. you don't want to overload on the visual noise so keeping it pretty simple there is just fine. in areas where the player can't really see it (trigger group) you can just skimp out and laze up on the wear or not have any at all. won't make a difference if the player won't see it or will just barely see it. tinting different objects and parts is a great way to create some visual interest while also highlighting the different parts that come together, even if they are the same base material (i.e. how the receiver of the SMG is a greenish tint) you can also play around with color schemes here to make it look just really nice abusing your cavity map / blurred variations of the cavity map (for thickness control), and the AO is a great way to get pretty much free generated visual interest while also highlighting the forms of your geometry. giving directionality and shape is a pretty good way to make your wear look nice. but it's not realistic. see how in the back of the smg i abused the vertical scratches pretty hard but it turned out fine and highlighted the curves pretty good pistol wireframe [img]http://puu.sh/mSy2c/2310ae700b.jpg[/img] vmts are pretty easy if you rely more on phong than env maps. a couple things to keep in mind is that certain material property changes (i.e. envmap color changes) will force you to separate those elements, and that source's specular and diffuse color values operate in some sort of different intensity space than in TB2 or most other renderers, so you may have to adjust the levels of your final maps when testing them in engine or better yet just start in engine and continually just target in-engine looks. in the SMG's case I separated the suppressor, the top of the receiver bit, and the stock wire to have a separate material with the same maps but much higher envmap influence so that it looks more chrome than the rest of the fairly glossy/smooth looking gun.[/QUOTE] Pretty interesting, I thought. I'll have to start messing around with inverted wear/specular now, looks like it yields some good results when coupled with good phong and lighting parameters.
Why did he censor the bodies? :v:
[QUOTE=Tuskin;49660659]Why did he censor the bodies? :v:[/QUOTE] so no body would get mad
[QUOTE=Tuskin;49660659]Why did he censor the bodies? :v:[/QUOTE] The uncensored version is on Liveleak :v:
[QUOTE=LoLWaT?;49660881]Not a fan of that fire engine honestly, not to mention the textures again. [editline]2nd February 2016[/editline] Actually I think I'll wait to see it in game first.[/QUOTE] the fire engine model we've been shown might be used for background scenery, i.e.; in skyboxes or just really far away from the player that's just speculation on my side thoguh
The fire engine is a skybox model and looks great the way we have used it.
[QUOTE=Old Hermit;49660622][t]http://puu.sh/mSzut/09a8abdaa6.jpg[/t][/QUOTE] Is the suit getting a rework? The hand model and texturing looks amazing.
[QUOTE=TextFAMGUY1;49663311]The fire engine is a skybox model and looks great the way we have used it.[/QUOTE] Wait, so there's going to be a giant firetruck on top of the mountains? [sp]I kid[/sp]
[QUOTE=EmilyVasquez;49662341]The uncensored version is on Liveleak :v:[/QUOTE] Is Black Mesa the new Manhunt or Hatred? Find out tonight on the 7 O'clock news!
[QUOTE=megafat;49665146]Is Black Mesa the new Manhunt or Hatred? Find out tonight on the 7 O'clock news![/QUOTE] is this UK or USA news ??
[t]https://i.imgur.com/HBNISRf.jpg[/t] Seeing this kind of lighting causes me to consider how good black mesa would look running on a different engine.
Looks pretty primitive on Goldsrc, I know that. :v:
Do you guys have any plans for TF2 crossover? I want that Crowbar so bad.
That MP5 is incredible.
Thanez is working on a [URL="http://forums.blackmesasource.com/index.php/Thread/28859-I-m-gonna-need-about-tree-fiddy/?postID=617916#post617916"].357 replacement[/URL] [t]http://skins.thanez.net/357/p11_1.jpg[/t][t]http://skins.thanez.net/357/p11_4.jpg[/t][t]http://skins.thanez.net/357/p11_5.jpg[/t][t]http://skins.thanez.net/357/p12.jpg[/t] He said he's giving himself two weeks to finish up the texture, and then he'll release it.
looks nice but if its not on the retail arms i don't see myself using it as i actually like the retail weapons (and plus crypt's HEV arms) EDIT: ok so i guess being sick of the old animation revamp stuff because i used it so much is not okay
I wonder if it's possible to port Alyx's EP1 dynamic interactions to Black Mesa for the guards to use against zombies and headcrabs. I know the NH2 devs managed to do it, so it shouldn't be [I]that[/I] hard... right? Also, with the Office Complex scene where the guard kicks away the zombie it's entirely possible for the guard to defend himself from the zombie without any help but he still thanks you even if you did nothing :v:
[QUOTE=Mech Bgum;49676962]It would be hard for many reasons actually, they use custom zombie animations not ones from HL2 and then they had some custom system for grunts in the works.[/QUOTE] Can't you just port the animations over from EP1 into the guard and zombie models and configure them for the zombie and guard NPCs and weapons? [url]https://developer.valvesoftware.com/wiki/Dynamic_interactions[/url] Also, this is what happens in the retail version of Black Mesa if you don't help the guard. [video=youtube;mu5wQlN9VOc]https://www.youtube.com/watch?v=mu5wQlN9VOc[/video]
It's nothing to do with us "not bothering" to fix the MP5 placement, it's to do with the skeletons and rigs. Fixing the MP5 placement totally breaks the entirely custom animation set we made for MP. Trust us, we had many cracks at it because the HECU's MP5 placement looks terrible and we are well aware of it. Now I know what people are going to say next "so you broke SP to fix MP? Wow you guys suck you should be making Xen!" Well, actually, for CU3 we are planning on (haven't yet) moving the HECU over to our MP skeleton, which allows us to have MUCH NICER custom animations and poses that we have full control over, instead of reusing a weird mishmash of the many Valve ones, which is what all our current SP stuff does. The animation libraries are a bit of a mess, so our intention is to clean them up and get them on a unified, custom set. So it's more like...breaking stuff to fix it later. Which you'll find happens a surprising amount on the Source engine and on this team!
so you broke SP to fix MP? Wow you guys suck you should be making Xen!
[t]http://i.imgur.com/0SSWuO4.jpg[/t] [t]http://i.imgur.com/iloKxGp.jpg[/t] In the end of Blast Pit, this door doesn't lead anywhere. Pls fix :(
[QUOTE=HGrunt;49677387][t]http://i.imgur.com/0SSWuO4.jpg[/t] [t]http://i.imgur.com/iloKxGp.jpg[/t] In the end of Blast Pit, this door doesn't lead anywhere. Pls fix :([/QUOTE] Well, if your airlock at least operates as a gateway to the dimension of nothingness... [t]https://pp.vk.me/c630926/v630926248/1375f/oYlaDE7Mai8.jpg[/t] ...how the hell is [I]THAT[/I] supposed to work?
I'm doing a rare specimen run and I gotta say, this hat is an asshole.
[QUOTE=TextFAMGUY1;49677310]So it's more like...breaking stuff to fix it later. Which you'll find happens a surprising amount on the Source engine and on this team![/QUOTE] Source is a lot like Dentistry. Sometimes you need to drill out what's already there and put in new stuff. Sometimes you've gotta pull some teeth. The rest of the time you get out the bone saw and start working.
Working on a custom map. [t]http://images.akamai.steamusercontent.com/ugc/320122457695124930/41B5D8F2D64A15D288B6DAE27CAD1A0CCD0B6001/[/t] Also, does anyone else feel like the light from this battery in Office Complex should be a little brighter? [t]http://images.akamai.steamusercontent.com/ugc/320122457695199937/BFC4425C3184103DB2B2ACF55A8E34CD5B921CEE/[/t]
Did you turn on Dynamic Battery Lights in the Black Mesa tab of the options menu?
[QUOTE=Tuskin;49687979]Did you turn on Dynamic Battery Lights in the Black Mesa tab of the options menu?[/QUOTE] Yes. I have all the effects and whatnot turned on/cranked to max. Also, I ported over the EP2 explosive canister to Black Mesa and gave it new textures (my first time retexturing something!). [t]http://i.imgur.com/O8W6cRp.png[/t] [t]http://images.akamai.steamusercontent.com/ugc/320122457695645813/8819A775D4D62E0551B666AFC1610A6B2F76ABD0/[/t]
Added more wear and tear + warning label. [IMG]http://images.akamai.steamusercontent.com/ugc/320122457695912576/1B27EC49A132910AA070131215E36C0C3CFA998E/[/IMG]
New high-res texture. [t]http://i.imgur.com/xgXpfjX.png[/t] [t]http://images.akamai.steamusercontent.com/ugc/320122861622073165/81AE86DDA0218EC2DDC21E2EC55286167D082E34/[/t]
Sorry, you need to Log In to post a reply to this thread.