A level designer of 10 years, first with maps for the Goldsource engine before moving to Source in 2007.
Decent texture artist and voice actor, too.
Co-founder of Scotch and Coffee Studios.
I'm Archie, I'm Scottish, I'm 22 and I'm probably drunk.
I will fight to the death to defend purple light in the goldsource engine ;)
This area of the facility is largely without power and has been used as a base of operations for the scientists and security personnell who are combatting the military. Due to the intense cold of night, I think it would be quite reasonable for these desperate people to use oil drum fires for warmth.
We work almost entirely to a 0.50 texture scale, so probably only around 5% of the textures we use are from Half-Life. We've made the rest, as we decided early on not to use other peoples' wad files. We have well over a thousand completely new textures.
Hi MrGnang, cheers for the comment! My day to day work involves a lot of After Effects use, and I have several Optical Flare plugins for it which were easy enough to convert to sprites for The Core. The one from this image, known as the 'Jay Jay' is available here for the very reasonable price of $125: Videocopilot.net
This is part of the Central Administration Building and this floor in particular caters to legal administration.
Seriously? That would have saved a BUTTLOAD of time
Comments like this are truly inspiring! Thankyou so much.
Nah, just a sprite. But a sexy one, I promise!
Had to google halo marine, but yeah I can see the similarity. I assure you that Halo was not the first game to have the idea of a physical HUD, though :P
Also, these are holographic, not glass /pedantic Archie
You really don't...
It's metal. Rock wouldn't suit this lab environment.
I have had sex with all your models.
Many thanks! :)
Thanks, but everything can be improved (with the possible exception of Alison Brie)
Thanks so much, I really appreciate the comment! I learned a lot of lighting theory in film school & in my day job. Lighting a scene in a game isn't all that different from lighting a scene for TV. You're still trying to highlight certain things, obscure others and create a mood in the room. It's also a lot of fun to simply whack a big spotlight behind a metal grate and just see what happens!
Try either a different browser or check it out on Youtube, my good man!
Many thanks! This area will undergo a lot of changes, though. You can already see the base of a transmitter tower, and you can expect some Black Mesa security jeeps and maybe more of an entrenched military presence.
If you can run the latest Steam version of HL using OpenGL or Direct3D then you can play this. However, we're not really restricting ourselves much with regard to wpolies, so framerate drops on very old computers may occur.
Structurally a lot more realistic. Nice work!
Nope, the textures themselves are all scaled to .50, but there's no detail textures. Cheers for the comment, as always!
Source is so much nicer to work with - you'll get all your enthusiasm back really quickly if you switch :)
Best of luck.
Thanks! Everything except the chair covers is new :)
I like the toolbox idea, but I agree with TheSkunk in terms of the torch at the vent. The broadlight stand is supposed to immediately draw the player's attention to the set of double doors it's illuminating to make the way to go clear after a disorientating elevator shaft section. An illuminated vent would definitely distract from this.
It's clearer in the other screenshot I posted.
you have some massive gravel where you come from
Can you be more specific? What sort of detailing would look good here, d'ya think?
You have no idea how tempted I am by this. Hah!
Truth be told, I -hate- mapping for GS again, haha. Cheers for the comment, though :)
like like like
yeah, they're actual vanilla HL models. They'll be replaced with slightly higher-poly, more decently scaled ones at some point.
This is Urby's project. I'm just here to pick up his considerable slack. ;)
Why is "Freeman" in inverted commas?
It's not much bigger than the first ever Survival map Last Stand, actually. Uses the same amount of ammo, weapons and combustibles.
Frustration at its limits makes us push the engine as hard as we can to punish it for being so limiting! :P Thanks for the comment
That's lucky, I love making them! :D
Thanks so much. Lovely comment! :)
The lower area is made up of glass-surrounded labs. The upper area is more computational and office-like. It'd take quite a dramatic restructuring to add glass to the upper area and I don't think it needs it. It'd also add a lot of entities that I can't really afford. Goldsource is very limited.
Thanks for the feedback!
The consoles and towers do all have uniquely animating textures - I think it's only from a shot as far away as this that you get that sense of repetitiveness, but I'll work on it some more. Cheers for the comment!
He must have lied on his Black Mesa application form. Appropriate reprimanding action will be taken.
Good feedback! I'll add some bits and bobs, thanks
It's a shadow :)
This comment gave me a big silly grin! :D "feels fresh and new but also familiar" is -exactly- what we've been going for in trying to give our own spin on the Black Mesa we all know and love.
Ha, yes, I think every bit of media I've released has been after an all-nighter. You know me so well.
Thanks for continually leaving positive comments on our media updates, it's great to see the same people coming back again and again because we like to be as involved with the community as possible!
we're using Vluzacn's compile tools, although they don't really affect the shadows much, they're more involved in the way the light bounces. The nice sharp shadows come from working with a 0.50 texture scale which is equivalent to lowering the lightmap scale in Source. Many thanks for the comment
the geek in me feels obliged to let you know that this is in fact equivalent to a Source lightmap scale of 8. :)
Catch me later, I'll buy you a beer!
The chance of this dying is 0% thanks to awesome people like yourself supporting us
We're surprised too, and hugely honoured! :) Thanks so much for the vote!
Have you played Half-Life? It's exactly like that, but completely different.
In seriousness, though, gameplay footage will be released when we're confident that it's at a level of quality matching or surpassing that of the media we have already posted. I'm sorry that this is an issue for you, but we don't want to prematurely release something. Hit the track mod button to be notified when gameplay videos are released and thanks for taking the time to comment! :)
Very nice lighting thanks to your wonderful compile tools!
Probably the nicest comment I've ever received about anything. Thankyou so much.
You have my warmest thanks!
This area doesn't even peak over 1000wpoly, actually! Urby is excellent at detailing without stretching the engine.
For some reason my lighting always seems to end up orange and blue when I'm mapping whilst drinking Irn Bru...
Thanks for the comment!
Excellent detective work! You could also have noted that it's listed on ModDB has a Half-Life mod. ;)
Seriously though, thanks for the comment!
I think you need to tone down the orange in this area
Marvellous. You are credit to team.
The Black Mesa legal team would like me to point out that I have never played F.E.A.R. and that I have, in fact, never heard of it.
Compiles in around 5 minutes, RAD taking the longest because I had to use +sparse
Wow, thanks for the unimaginably positive result, folks! I'm really happy to be working on this project with Urby - he has an incredible narrative vision.
I also found it quite funny that you are complimenting the lighting, because it is literally just a placeholder light_environment :3
I might just keep it like this, then!
Looks great. Only thing that would make it even better would be an Aston Martin parked out the front.