Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
Can someone (Impetous preferably as he seems to be "in charge" of the models, and was the one who posted both of the downloads) give me a list of people who worked on the Office Worker and Construction Worker models, in any way, shape or form? I'd love to use them in OaR Uncut where appropriate but of course will not do so without providing full credit.
Just also making sure I have written permission to use the models in my mod. The BM Dev team may have had an issue with using models other than scientists and security because they wanted to stay true to HL1, but my redesigning principles are more pragmatic - why stay true to weaknesses present in HL1?
I don't know how many people in this thread are keeping up with it, but progress on B2 has actually gone pretty well. I'm hoping to have it ready for testing by Friday. After that, bringing the whole of OaR Uncut to beta standard should be extremely quick.
[QUOTE=TextFAMGUY1;41345038]Can someone (Impetous preferably as he seems to be "in charge" of the models, and was the one who posted both of the downloads) give me a list of people who worked on the Office Worker and Construction Worker models, in any way, shape or form? I'd love to use them in OaR Uncut where appropriate but of course will not do so without providing full credit.[/QUOTE]
Impetous apparently did the Office and Construction reskins, I (Maestro Fénix) did the model, UVmap, texture and jigglebone of the ID card, and Mr.Someguy for the white strap.
[QUOTE=Maestro Fenix;41345128]Impetous apparently did the Office and Construction reskins, I (Maestro Fénix) did the model, UVmap, texture and jigglebone of the ID card, and Mr.Someguy for the white strap.[/QUOTE]
Nah, he says the tape was inspired by me, I didn't make what is currently on his model. I'm an honorable mention at best, none of my actual work is in there.
[QUOTE=TextFAMGUY1;41345038]Can someone (Impetous preferably as he seems to be "in charge" of the models, and was the one who posted both of the downloads) give me a list of people who worked on the Office Worker and Construction Worker models, in any way, shape or form? I'd love to use them in OaR Uncut where appropriate but of course will not do so without providing full credit.[/QUOTE]
[U]Construction Worker Credits:[/U]
[B]Mr. Someguy -[/B] Inspiring me to start the skin
[B]Black Mesa team -[/B] Making the original security guard model and textures
[B]Impetuous -[/B] Reskinning the textures to resemble the construction worker
[B]Maestro Fénix -[/B] Adding the ID card model and texture onto the model
[B]Various others - [/B] Giving feedback and suggestions that ultimately lead to the model's improvement. Thanks!
[U]Office Worker Credits:[/U]
[B]Black Mesa team -[/B] Making the original security guard model and textures
[B]Impetuous -[/B] Reskinning the textures to resemble the office worker
I haven't used any outside resources to do the skins. Would you believe that the cross-back straps came from the belt? :P
[QUOTE=TextFAMGUY1;41345038]Just also making sure I have written permission to use the models in my mod. The BM Dev team may have had an issue with using models other than scientists and security because they wanted to stay true to HL1, but my redesigning principles are more pragmatic - why stay true to weaknesses present in HL1?[/QUOTE]
I agree with this. HL1 had 2 sets of characters barring the HECU and Gman because of the limitations of the late 90's. Dispite that, they still tried to imply that Black Mesa has service personnel by having the Forklift in the beginning, and later even giving him face time on a poster.
I was disappointed that Black Mesa ignored that, and went for the 2 character approach despite us no longer being limited to that. Seeing office workers and service personnel on your OARU maps, however brief their appearance in contrast to the full game, would be very nice touch. Plus, it's one of the more industrial sections of the game, it fits perfectly and can be used as an excuse as to why they aren't found elsewhere.
[QUOTE=Impetuous;41345195]I haven't used any outside resources to do the skins. Would you believe that the cross-back straps came from the belt? :P[/QUOTE]
That's some good resourcefulness!
[QUOTE=Impetuous;41345195][U]Construction Worker Credits:[/U]
[B]Mr. Someguy -[/B] Inspiring me to start the skin
[B]Black Mesa team -[/B] Making the original security guard model and textures
[B]Impetuous -[/B] Reskinning the textures to resemble the construction worker
[B]Maestro Fenix -[/B] Adding the ID card model and texture onto the model
[B]Various others - [/B] Giving feedback and suggestions that ultimately lead to the model's improvement. Thanks!
[U]Office Worker Credits:[/U]
[B]Black Mesa team -[/B] Making the original security guard model and textures
[B]Impetuous -[/B] Reskinning the textures to resemble the office worker
I haven't used any outside resources to do the skins. Would you believe that the cross-back straps came from the belt? :P[/QUOTE]
Okay, thanks. Great job by the way, they look fantastic - very pleased with the end result. Will happily litter them throughout OaR Uncut - Office workers throughout the A maps and Construction workers throughout the B maps.
[QUOTE=TextFAMGUY1;41345326]Okay, thanks. Great job by the way, they look fantastic - very pleased with the end result. Will happily litter them throughout OaR Uncut - Office workers throughout the A maps and Construction workers throughout the B maps.[/QUOTE]
Ah, no problem. I'm sure I speak for all of us here that we're honoured to be involved in even a small part of your fantastic project. Hopefully everything goes well for you and your maps. I enjoyed ST Uncut and am looking forward to this one!
edit:
[QUOTE=Maestro Fenix;41344997]Upload it to FPSBanana, the people there will love to see again a classic model.[/QUOTE]
I've added them to FPSBanana with the proper credits:
Construction Worker: [url][del]http://gamebanana.com/models/3153[/del][/url]
Office Worker: [url][del]http://gamebanana.com/models/3154[/del][/url]
edit: Links obsolete. Look at next page for working links.
They're withholding your downloads links on FPSbanana:
[quote]Please include the raw model files and textures required to compile this model for various engines and modelling suites.[/quote]
Withdraw them completely then.
Its because you have put them in the wrong section "technically" that section is for raw model files.
Well, stupid mistake on my part. Here are the new links (now in the Black Mesa skins section):
[B]Construction Worker:[/B] [url]http://blackmesa.gamebanana.com/skins/127592[/url]
[B]Office Worker:[/B] [url]http://blackmesa.gamebanana.com/skins/127593[/url]
edit: screenshots are posted and links are ok now :P
*Nothing, Facepunch didn´t loaded correctly*
Great, now you're gonna need jiggleboned ID cards on everyone else for continuity...
they've gotten withheld again.
[QUOTE=uaredead2020;41359067]they've gotten withheld again.[/QUOTE]
It seems that I need in-game screenshots, but they're just meant to be dead bodies being posed on the floor, nothing special. I'll come up with some tomorrow maybe.
2 questions for Impetuous (since you seem to know what you're doing):
What do you use to make textures?
Does putting an alpha on a normal do anything?
[QUOTE=Mr. Someguy;41359692]2 questions for Impetuous (since you seem to know what you're doing):
What do you use to make textures?
Does putting an alpha on a normal do anything?[/QUOTE]
1) I use photoshop CS5 to edit the texture using tools like hue/saturation, layer blending and of course the brush tool, but a lot was also done in the vmt file. I set the properties like phong, transparency and reflectiveness in the vmt file, which is basically like a config file for a particular texture.
2) An alpha channel will definitely do something if you say so in the vmt file. For example, you can have "$normalmapalphaenvmapmask" "1" in there, which tells the game to use the alpha of the normal map as the envmap mask (reflection mask). Also, by default the normal map alpha is used for the phong mask. You can find out more about the settings you can use here: [url]https://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters[/url]
Media Release is live over at the BMI Moddb and our thread.
[URL="http://facepunch.com/showthread.php?t=1242157&p=41374260#post41374260"]http://facepunch.com/showthread.php?t=1242157&p=41374260#post41374260[/URL]
I seem to be having a bit of trouble using Impetuous's excellent construction worker model. The Office workers are perfect; they function just fine.
It shows up in the editor as construction.mdl when I search for it - but the model is "invisible," nothing appears when I click on it and when I place it in the editor nothing happens either, you just can't see a model. It has skins and everything, but none of them do anything. I've checked the directories and I've placed the materials and models where they're meant to be. Like I said, it shows up in the editor when I search for it but nothing happens beyond that.
I feel like maybe I've done something wrong/stupid which is necessary for the correct installation of the model. Apologies if that is the case - I know absolutely fuck all about modelling in general, or anything associated with it really. I compiled the .qc shipped in the "raw files," section included in the zip, but that didn't change anything. Just wondering if anyone here knows what it is so I can fix it and place construction workers corpses all over B2! Otherwise it's a waste of a great model/skin!
Cheers everyone. Work's going great on B2, it's really coming together quickly now. Hopefully I'll have something to show in the very near future. I'm really excited.
Strange, I've had that issue too. I placed the model in the game folder appropriately, but it does not show up in-game or in model viewer, although skins and animations are all there. I thought it was just a problem with my computer, since I've been having a lot of weird issues with it lately.
Hexed models still work with the skin though, just no nametag. You could use that as a temporary solution.
[img]http://puu.sh/3yrNx[/img]
I had a similiar issue when I recompiled the zombie models, but that was because the ragdoll animation was broken. I only had to redo it and worked (when you place it in the map, it shows the model on the ragdoll animation).
But well, both of you are saying that all the animations and the rest are fine, so I don´t know what it could be (at least, when I sent the construct model, I remember that it was fine).
military ppl r op
i use sv_cheats 1; god when im around them to defeat them
They are OP because they've just been programmed in basic tasks, seeing enemies, shooting enemies, and chasing enemies. They haven't even been programmed with a reaction time, they pretty much open fire as soon as something appears, even if you're behind them when they go alert. They're also more difficult because once they see you, they always know where you are in the game world, so they'll just zero in on you from there on. This also makes it very easy to just corner camp them because they very rarely use grenades or any other tactic other than making a B-line for you.
To be fair I thought having the Marine be OP kinda made sense, being that they're well-trained U.S. Marines and you're an untrained scientists when fighting them.
I agree they should be tough, but imo they're tough for the wrong reason.
[QUOTE=Swog;41530810]military ppl r op
i use sv_cheats 1; god when im around them to defeat them[/QUOTE]
Scrub.
Posted this rant on BMF but I figured I'd show it off here because I know I'm not the only one that feels this way.
[QUOTE=Mr. Someguy;552376][QUOTE=RAMacindux;552369]I'm seeing the little hate for the grunts voice here, I thought personally that it was suppose to be chessy as any overrated "bad-guys-with-guns" grunts anyway.[/QUOTE]That's what they said, but the backlash is for a couple reasons imo:
1. It was unnecessary. The excuse was that if the VA was realistic, the player would sympathize with them, so their solution was to make them so laughably evil and narm that they seem like more of a walking joke than a person. But the thing is, if that was the worry, then it wasn't even needed in the first place. In Half-Life, the voices were [I]very[/I] heavily distorted, loud and sharp. There wouldn't have been an issue, the enemies would seem more 'cold professional', and I can't fathom why they chose with approach instead.
2. Inconsistent direction. It seems a lot of effort was made in making the HECU into less of a sci-fi army and more of a realistic modern military force. They even decided that the force would be comprised of Marines and thus use Marine equipment. The Bradley was replaced with the LAV-25, the howitzers were replaced with more modern and portable TOW Missiles, the Abrams and Osprey were made more realistic. But then they got to the voices, and made them sound extremely cartoony and incompetent. It's a stark contrast to the rest of their design choices regarding the HECU, perhaps aside from making them seem incompetent by having them focus on you and lose, as opposed to focusing on aliens when you just happen by (this could just be a side-effect of them increasing the number of soldiers whist cutting maps that contained major clashes).
3. Bad is bad, even if you say it was on purpose. I'm not sure what drove them to take this direction, and I'm surprised everyone was okay with it. It's a stark contrast not only to the rest of the military's appearance, but to their entire image in Half-Life. In Half-Life, we had professional Soldiers that simply ended up in over their heads due to the nature of the enemy (there were lots, and they could teleport). Black Mesa's take on the military was instead a group of gross incompetents who are lucky to tie their own shoe laces. Obviously this decision led to a strong backlash, when the first video leaked with the soldier's voices, people suddenly began seriously doubting the quality of the mod. Myself included. I can only hope the backlash caused them to reconsider their direction with the military. It's a shame seeing one of my favorite factions so poorly remade.
4. They trashed the moral ambiguity in favour of black and white morality. This is more of a total direction rather than vocal direction, but it still fits. In Half-Life, the Soldiers were just doing their jobs fighting the Aliens and 'punishing' the labcoats that brought them here in the first place. From the HECU perspective, what we did was go kidnap aliens, bring them here, and cut them up. We were the bad guys, and they were trying to save the world after we fucked it up. Additionally, Gordon Freeman was a rogue psychopath who ran around slaughtering soldiers. In fact, VOX even mentions at one point that they are killing scientists because [I]you[/I] are killing them. In Questionable Ethics, we were supposed to learn that the scientists weren't the white knights in the white coats, they were doing some pretty fucked up shit long before the disaster, you could say they even had it coming. But in Black Mesa, QE opens up with none other than a fucking rape joke. Enough said.
Sorry for the essay, I started out with a couple simply points and ended up with a rant.[/QUOTE]
What rape joke?
I agree with you for the most part, except I don't think it was pure black and white morality like you said. Sure, the soldiers had a rape joke, but that's just 2 soldiers. What about stuff in the original like "I killed 12 dumb-ass scientists and not one of them fought back! This sucks!" It's completely up to the player whether or not he wants to apply his perceptions of the soldiers morality on one or two soldiers he hears, or demonize the whole group - as it was in the original - they still have stuff like the soldier who expresses concern about killing civies, and in the original the HECU still used tricks like trying to use the broadcast system to trick personnel into coming to them for "questioning" and so on, which is still ethically questionable, whether they think they are good or not.
And I also disagree about Questionable Ethics. In Black Mesa's version it was [I]very[/I] apparent through environmental storytelling that the scientists were not the innocent victims the rest of the game made them out to be.
Other then that though, I agree - the voice direction was completely contradictory and not fitting, one of the reasons why I got a pack that replaces the voices with the original HECU voices.
I found the original voices were kind of a mix of "cold professional" with "humorous exaggeration" because of some of the dialogue and the robotic nature of some of their messages, but the exaggeration was light enough that it simply added to the game's dark humor but could be disregarded, whereas Black Mesa's was evil batman and was hard to ignore. Still, parts of the original, like when those soldiers laugh after talking about disposing of your body was pretty hilarious, whereas Black Mesa's fell flat at the parts that should have been funny too, which didn't help.
[QUOTE=Cows Rule;41543675]What rape joke?[/QUOTE]
"I'ma see if I can find some a' them [i]lady[/i] scientists. [i][b]AAWOOOO!!![/b][/i] Duhuhuhuhuhuh."
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