Black Mesa Source V5 - "They're still working on Xen?"
5,007 replies, posted
[QUOTE=Mr. Someguy;40455836]I could probably release the code, but I dunno about the model. It's Romka's and even though it's easy to get it form Obsidian Conflict, he was and may still be [I]very[/I] protective of his work.[/QUOTE]
Ask him. I recently requested him to use a part of his model to make Hgrunt arms and he agreed. I´m sure that he will give to you the permission.
Those Hgrunts are what they deserved to appear, only updated.
Altered the brightness and contrast of the textures, added some shading at the base of the neck:
[t]http://cloud-2.steampowered.com/ugc/848077718603186355/BC40F3FA6D790AA2757F06A2B75F0AE4E57F5342/[/t][t]http://cloud-2.steampowered.com/ugc/848077718603181766/7BF3B268C38EF79ADF649CD11BD8A28CB7308A5A/[/t]
Ignore the blood and blast marks, I had to go through spawning a lot of hgrunts until he finally appeared
[QUOTE=Maestro Fenix;40456452]Ask him. I recently requested him to use a part of his model to make Hgrunt arms and he agreed. I´m sure that he will give to you the permission.
Those Hgrunts are what they deserved to appear, only updated.[/QUOTE]
Well, I can't model. If I do release a pack of these, it'll only be the hgrunt models from OC, and wherever else I can get them from (if there are any more). It will not be compatable with Black Mesa's face creation system or items such as magazines / side-arm / NVG's, etc. Berets and Cigars are different and might work, not guaranteed though. That's the reason I chose to use the gas-mask grunt.
[QUOTE=Mr. Someguy;40456617]
Ignore the blood and blast marks, I had to go through spawning a lot of hgrunts until he finally appeared[/QUOTE]
ent_fire !picker setbodygroup x bro
I'll look into that tomorrow, not sure if it works on in BM, but I have no reason to doubt you. I'm way too tired to do it right now though.
It doesn't work the way I wanted it to. It changes around the additions to the model (helmets, cigars, ammo pouches, etc) but it doesn't change the model itself, which is what I've needed it to do.
[editline]29th April 2013[/editline]
Also does anyone know why this is jaggedy? It's fine in the .png, but in the .vtf it's jagged.
[img]http://puu.sh/2JpDw.jpg[/img]
[QUOTE=Mr. Someguy;40464832]It doesn't work the way I wanted it to. It changes around the additions to the model (helmets, cigars, ammo pouches, etc) but it doesn't change the model itself, which is what I've needed it to do.
[editline]29th April 2013[/editline]
Also does anyone know why this is jaggedy? It's fine in the .png, but in the .vtf it's jagged.
[img]http://puu.sh/2JpDw.jpg[/img][/QUOTE]
The picture is of a cutsom texture you made right? Is the .png a power of 2 in size?
Make sure you're saving it as the right format. Like DXT5 and ABGR8888 and shit.
I just import the default import format, which is this:
[img]http://puu.sh/2JDzf.png[/img]
[editline]29th April 2013[/editline]
(since I only do minor edits to existing textures, I just use the normal map they came with)
[QUOTE=Mr. Someguy;40469234]I just import the default import format, which is this:
[img]http://puu.sh/2JDzf.png[/img]
[editline]29th April 2013[/editline]
(since I only do minor edits to existing textures, I just use the normal map they came with)[/QUOTE]
It's probably because of the mipmap filter.
Also, if you're going to be doing dxt5 alpha compression, then do dxt5 normal format as-well.
For the mipmap filter, I'd suggest blackman or hanning, or if you're feeling ballsy: sync.
For the filter, Warp Sharpen looks really good.
I'll try those tomorrow, I should really sleep.
But before I go, have black ops, now with NVG's:
[t]http://cloud-2.steampowered.com/ugc/848077718629230651/3D2DFB57CE694D63D0689D03FE46FFBA1ADC249C/[/t][t]http://cloud-2.steampowered.com/ugc/848077718629228830/62DEB1F3EEC5FEA8EAA529FD359776C00E514962/[/t]
Originally I was gonna have the one on the left use NVG's, and the one on the right a Beret, but the Beret looks bad with the mask, uses the Marine baret model (and thus is bright red w/ HECU logo, rather than black with NCS logo), and the NVG's vanish off the left guy during the hallway segment, regardless of what the character_manifest says :v:
[url]http://blackmesa.gamebanana.com/skins/122854[/url]
My HL1-styled skins updated.
No one would suggest changes so I took a closer look to the original HL1 models and made the BM models to be closer to it.
Example:
Vortigaunts don't have slave shackles on their lower body.
Snarks don't have antenna.
maybe next time, i'll change the brown desert theme to pink/bright red like HL
I didn't do the SUV because it uses a lot of textures.
Affects Joint ops pack due to my editing to character_manifest
[editline]1st May 2013[/editline]
[QUOTE=Mr. Someguy;40475947]I'll try those tomorrow, I should really sleep.
But before I go, have black ops, now with NVG's:
[t]http://cloud-2.steampowered.com/ugc/848077718629230651/3D2DFB57CE694D63D0689D03FE46FFBA1ADC249C/[/t][t]http://cloud-2.steampowered.com/ugc/848077718629228830/62DEB1F3EEC5FEA8EAA529FD359776C00E514962/[/t]
Originally I was gonna have the one on the left use NVG's, and the one on the right a Beret, but the Beret looks bad with the mask, uses the Marine baret model (and thus is bright red w/ HECU logo, rather than black with NCS logo), and the NVG's vanish off the left guy during the hallway segment, regardless of what the character_manifest says :v:[/QUOTE]
As I remember, in the apprehension ambush scene has a commander and a grunt but in BM it is both a gasmask model.
The beret you're using is still linked with the marines, not the carines. Try recompiling it to change the textures used and name it as carine_beret in props/humans
[QUOTE=ysrael214;40485696]As I remember, in the apprehension ambush scene has a commander and a grunt but in BM it is both a gasmask model.[/QUOTE]
Just a thing, but I think it was Black Mesa that decided the beret = commanders. In Half-Life, the beret was just a generic marine model, and there were no designated commanders afaik. This goes for Opposing Force as well, despite being a Corporal, Shephard does not wear a beret.
[QUOTE=ysrael214;40485696]The beret you're using is still linked with the marines, not the carines. Try recompiling it to change the textures used and name it as carine_beret in props/humans[/QUOTE]
Eh, I can't do models, and it's a lot of work for just one scene that lasts 20 seconds, if that. I don't think that would work anyway. It seems all the berets get their texture from a 'master beret' placed in the "marine" folder. Whatever is in the "marine" folder will be the texture for all the berets, regardless of marine, barine, carine, darine, or farine.
I noticed Someguy wrote this:
[QUOTE=Mr. Someguy;40486343]Oh, and onto DEM files, it looks like you can't convert them to video, they don't actually record video, they record movements and actions (or so I've read). So the reccommended way to make a video out of a DEM file seems to be.. use fraps
Well, I'll just have to do it a few times and hope I can get a non-laggy decent quality video. [/QUOTE]
That's not the best way to record demos into video. Since this is Source Engine 14, I'd prefer to record with:
[CODE]startmovie %name%
playdemo %yourrecordedvideo%[/CODE]
This gives you TGA's and a sound file for the recorded video, use [URL="http://www.youtube.com/watch?v=LST_VkTlKiE"]VirtualDub[/URL] to put 'em together. (Yes, you can still convert, and [I]some[/I] filmers in Source still don't seem to have figured this out)
NOTE: You [I]have [/I]to do this, because AVI broke a long time ago (if exceeded 2 Gigabyte) and has been replaced with the MOV recorder
it's a shame they never fixed avi :[
[QUOTE=Mr. Someguy;40486343]Just a thing, but I think it was Black Mesa that decided the beret = commanders. In Half-Life, the beret was just a generic marine model, and there were no designated commanders afaik.[/QUOTE]
noooo
berets are automatically assigned to squad leaders in mapping language. other marines will acknowledge any visual information the leader sees, kinda like a hivemind. This is how you get 5 marines tracking you when only one sees you. so in a way they are commanders I guess.
op4 you'd be right.
[QUOTE=Hell-met;40505657]noooo
berets are automatically assigned to squad leaders in mapping language. other marines will acknowledge any visual information the leader sees, kinda like a hivemind. This is how you get 5 marines tracking you when only one sees you. so in a way they are commanders I guess.
op4 you'd be right.[/QUOTE]
Oh, thanks for the correction then. I didn't recall any time in-game or anywhere else that stated they were commanders, nor on the HL wiki did it say. I just recalled that the beret Marines often appeared in pairs, or with several in a squad, leading me to assume that they weren't anything special.
I just assumed that since it was never stated anywhere, that I could see, and that AS wore a regular Gasmask + Helmet despite being a Corporal (NCO, SL rank), that it was a Black Mesa invention.
[QUOTE=Starscre4M;40503720]it's a shame they never fixed avi :[[/QUOTE]
Might as well deal with it, my friend.
Is xen (or a functional substitute) gonna take another 8 years?
[QUOTE=artDecor;40512584]Is xen (or a functional substitute) gonna take another 8 years?[/QUOTE]
well BM's release date came completely out of nowhere so it could be anywhere from the end of this year to 2034
[url]http://forums.blackmesasource.com/showpost.php?p=544954&postcount=826[/url]
They aren´t going to add OaR and ST Uncut to the mod.
Also, why they have an NDA with VALVe?
When Xen comes out, Half Life 3 would have been released (just an estimate)
Also, I waited for Xen to come out to play Black Mesa, but then I said "Fuck it", and downloaded the version we have now.
[QUOTE=Maestro Fenix;40513234]
Also, why they have an NDA with VALVe?[/QUOTE]
Yeah, this sounds weird...
[QUOTE=Maestro Fenix;40513234][url]http://forums.blackmesasource.com/showpost.php?p=544954&postcount=826[/url]
They aren´t going to add OaR and ST Uncut to the mod.
Also, why they have an NDA with VALVe?[/QUOTE]
Clearly BMS's introduction to steam and the release of Xen will start a Half Life 3 ARG where some time travel elements get introduced to the end of BMS.
Clearly.
Well, hard to say. But NDA is normal, Valve does it with everyone who is going to distribute through Steam and get greenlit. Source based mods also get the engine licence, that's why there is NDA as well. And of course, there may be some other reasons. We can just argue what's the deal with BM and Valve, but NDA by itself is pretty normal and nohing to be surprised about ;)
[QUOTE=cloudcakes30;40513289]When Zen comes out, Half Life 3 would have been released (just an estimate)
Also, I waited for Xen to come out to play Black Mesa, but then I said "Fuck it", and downloaded the version we have now.[/QUOTE]
how do you spell xen two different times and not notice it
[QUOTE=Death_God;40518771]how do you spell xen two different times and not notice it[/QUOTE]
The first spelling isn't a typo. The last few chapters will come out when the entire BM team converts to Buddhism.
[QUOTE=Death_God;40518771]how do you spell xen two different times and not notice it[/QUOTE]
I really don't know.
Anyways I hope they finish Xen sooner than my prediction.
[QUOTE=MR.sugar;40515956]Source based mods also get the engine licence, that's why there is NDA as well.[/QUOTE]
If this is the case, it would explain a ton about the delays.
I really hope they fixed up the bugs for release, and that it's not too far off. I feel like I have to reinstall it every once in awhile or it just starts crashing more and more frequently. I have a good number of mods and custom files on it, so it's pretty annoying to keep going through that.
I wonder if being granted engine access is the reason they're taking so long, they can do things now that they couldn't do before.
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