• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
The Displacer Cannon was awesome, I really want to see a HD version of that gun.
[QUOTE=Dr.Cola;47734350]re-posting this since here's a video to show how bad this water texture is [media]http://www.youtube.com/watch?v=viG4iEGkWgc[/media] A standard source texture will be better than this [/QUOTE] I'm pretty that source of water rises, and moving water in source can't have the normal water shaders, only animated textures.
[QUOTE=OfficerLamarr;47734902]I'm pretty that source of water rises, and moving water in source can't have the normal water shaders, only animated textures.[/QUOTE] i've seen rising water in gmod that looked way better [editline]16th May 2015[/editline] i can't imagine why a shader can't be on a mobile object
so in three years they still haven't done anything about xen? 10/10
[QUOTE=Mort Stroodle;47734732]Pretty sure there's a gun in that game whose alt-fire literally takes you to Xen whenever you want.[/QUOTE] Best part about that gun was that you could use those same portals as weapons.
[QUOTE=MasterFen006;47734991]so in three years they still haven't done anything about xen? 10/10[/QUOTE] And in 7 years (discounting December of 2007) you've still yet to make a decent post. 10/10
[QUOTE=bitches;47734932] [editline]16th May 2015[/editline] i can't imagine why a shader can't be on a mobile object[/QUOTE] Source's water shade, is not just a "shader" it is multiple complex shaders working together to give the illusion of a water surface.
[QUOTE=MasterFen006;47734991]so in three years they still haven't done anything about xen? 10/10[/QUOTE] They're not a full time development team. They've spent most of their time doing multiplayer and making sure the game works on the new engine While they are making a retail product, they still have othe jobs and responsibilities. They are still working like a mod team
[QUOTE=OfficerLamarr;47734902]I'm pretty that source of water rises, and moving water in source can't have the normal water shaders, only animated textures.[/QUOTE] Refract can be used on brushes, it would look better. Though, they might be using Portal 2 versions of the shaders, which means they probably ran into a LOT of problems that led to why it looks like it does now. [editline]16th May 2015[/editline] [QUOTE=bitches;47734932]i can't imagine why a shader can't be on a mobile object[/QUOTE] Rising water can only use cheap water shaders in source, meaning most of what makes Source's water look good is lost.
-snip, answered above-
Making some sort of Gaussgun Kilbox/arena map. Based it off some of HL1 community maps with the same idea. You spawn with the Gaussgun along with some other smaller weapons, lots of fast-paced action from the get-go because of that :v: [t]http://i.imgur.com/3O3wGD6.jpg[/t] [t]http://i.imgur.com/z7juEXw.jpg[/t]
Needs more Insta-Gib.
now that we have workshop... someone can make a scientist slaughterhouse map.
[QUOTE=MasterFen006;47734991]so in three years they still haven't done anything about xen? 10/10[/QUOTE] This it's own form of shitposting now - I'm going to call it xenposting. Xenposting should be bannable.
[QUOTE=GHOST!!!!;47734830]The Displacer Cannon was awesome, I really want to see a HD version of that gun.[/QUOTE] I loved cheating that thing in and giving my self a ton of ammo and becoming an intergalatic zoo keeper
[QUOTE=SFC003;47736459]now that we have workshop... someone can make a scientist slaughterhouse map.[/QUOTE] It just won't be the same without the displacer that shoots discs that cut people in half, or the green coloured deagle that melts people after you shoot them with it, or the gluon gun that can shoot fire and acid, or the satchels that are actually target markers for an ION satellite under your control, or all the ridiculous amounts of different explosive ammo you can carry for your shotgun, smg, and crossbow, or the gauss gun that pushes people and can double as a physics gun. But then again, a DM map in the UFO that blows up asteroid bases would be the best.
Scientist Slaughterhouse is fucking awesome, I love it. [IMG]http://puu.sh/hPuN4/c0ca1ff228.jpg[/IMG]
I think all consoles that BKDale created is fantastic , though, I think the texture was very ld , I am redoing some details of them as things written on the buttons , subtitles , shadow on metal, etc. Soon I post some results.
[QUOTE=GHOST!!!!;47736577]Scientist Slaughterhouse is fucking awesome, I love it. [/QUOTE] It would be even more fucking awesome if it wasn't so crash happy. I totally forgot how I fixed that a while back.
Are the gibs gonna be changed at all? In MP they don't leave decals, but in SP they don't take momentum from explosions unless they've already spawned. Particularly in SP it's a little odd because when something blows up they look like they fall apart to bits, unlike MP where they actually explode.
[video=youtube;D_ai6GN7CgU]http://www.youtube.com/watch?v=D_ai6GN7CgU[/video] This would've been so cool if it made it into the release, but wasn't super fragile like seen here.
lmao i almost forgot about all the unnecessary alpha shit they wanted to slip in there
[video=youtube;MXYWk-C4wis]http://www.youtube.com/watch?v=MXYWk-C4wis[/video] Still wish this made it in
I just want one button: go.
[QUOTE=Bloodshot12;47740601]Are the gibs gonna be changed at all? In MP they don't leave decals, but in SP they don't take momentum from explosions unless they've already spawned. Particularly in SP it's a little odd because when something blows up they look like they fall apart to bits, unlike MP where they actually explode.[/QUOTE] I've said this, and to you already. The gibbing system is unfinished because we had to emergency rewrite it right before release. There are a bunch of features we are going to implement for it in the future.
Just a quick question: how was this skybox made? [video]https://youtu.be/X-JGjTSCoa4[/video] I know it must've been pre-baked with some third party software (I decompiled the map and checked it out), but it still puzzle me [editline]17th May 2015[/editline] god damn it, they said that https thing was working now
[QUOTE=WhyNott;47741463]Just a quick question: how was this skybox made? [video]https://youtu.be/X-JGjTSCoa4[/video] I know it must've been pre-baked with some third party software (I decompiled the map and checked it out), but it still puzzle me [editline]17th May 2015[/editline] god damn it, they said that https thing was working now[/QUOTE] A model probably made in some terrain creator using a heightmap and baked on lighting.
[QUOTE=WhyNott;47741463]Just a quick question: how was this skybox made? [video=youtube_share;X-JGjTSCoa4]http://youtu.be/X-JGjTSCoa4[/video] I know it must've been pre-baked with some third party software (I decompiled the map and checked it out), but it still puzzle me [editline]17th May 2015[/editline] god damn it, they said that https thing was working now[/QUOTE] Some of it is flat textures based of photographs(?). [t]http://i.imgur.com/GJ7JR86.jpg[/t]
[QUOTE=Lamarr;47741546]A model probably made in some terrain creator using a heightmap and baked on lighting.[/QUOTE] and then the heightmap was imported as a group of displacements into the map and given that pre-baked texture? Makes sense
[QUOTE=WhyNott;47741917]and then the heightmap was imported as a group of displacements into the map and given that pre-baked texture? Makes sense[/QUOTE] No,the entire terrain and mesas is a model.
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