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nah, that would need to be in-engine. you could not know about level changes, pauses etc from measuring the time quake was running from the outside.

full offline support and comments and ratings (and tags) would be my favourite issues. 
Didn't Know Shambler Did Performance Art Too 
After 8+ Years 
http://www.blackmesasource.com/

Mark teh calendars! 
Daz 
what is it> 
Nitin 
Seriously? 
 
Ah the DNF of mods is still around eh :) 
Negke 
yes. I went to the page but they dont have any screenies or info, well none that I could find. 
Check This: 
http://www.blackmesasource.com/404.php

Every time you refresh the 404 page it gives you a different picture, mostly just jokes, including the 'goatse grub'.

Random 
 
i think it's the thing with the original hl maps for hl2? 
Nitin 
It is Half-Life remade in the source engine. Appears to be very high quality from the trailers and screenshots they have put out over the years.

As others already mentioned, it is the DNF of game mods, they originally posted a release date back in 2009 (heh) but after that came and went the team went quiet and the jokes started pouring in :)

Anyway, it looks very nice. I'll probably do a video series on it for the you of tubes. 
Also, Soundtrack 
http://www.blackmesasource.com/soundtrack.html

Listened to a few tracks, pretty good stuff actually. 
DaZ 
Please post a 10 second video review of Black Mesa Source saying "This thing plays like a game from 1998 - thumbs down" thanks bye. 
Ok Cool 
will definitely check it out. 
Aha 
preach 
 
This thing plays like a game from 1998

In the case of DNF that would have been preferable to what we got :p 
Hey Necros 
Care to code some simple brushwork <-> mdl converter? Cool, thanks! 
 
you might be able to do that with noesis, maybe through an intermediate format.

why not just embed bsp files though? what weird stuff are you building again. 
 
I've been thinking about that, actually, but the way brushes are defined just doesn't make sense to me. But yeah, it'd be really cool to be able to do that.

Are you trying to convert from brushes into a model or a model into brushes? 
Noesis 
Can convert .map files to .obj model files. It copes with detail ok, anything smaller than 1 grid brush scale is broken but otherwise it is perfect for working out the scale of things. The obj file format can be read by most modelling packages. 
 
Model to brushwork actually. Would that even work? Some trisoup mess, and what about the skin?
Map to model is easier - I once successfully converted my SM spaceship to a model in some awkward procedure. But it was a poor job, because the touching faces were included as well.

It was just a random thought I had while playing Madfox's map, seeing the Gargoyle. Could make for some nice map objects, and help keep a map proper if Drew runs it with Quoth. 
Model To Brushwork Actually 
mdl2map, it definitely existed - see #3884 above. Unfortunately, I cannot find it now. Madfox? 
Doh! 
#3884 in Mapping Help... 
 
I was thinking primarily model -> map but only as a means of creating planar stuff like tri-souped terrain, not sealed shapes. You'd basically be making the bsp program over again except in reverse. 
 
proudly announcing a new retexturing project. I have hired a re-owned artist to implement a faithful high resolution wizard.wad texture set. you have probably seen some of her art recently.

as you can see this is nothing like the usual fan made replacements but a careful work based on the originals. not only upping the resolution but also adding details you could only guess earlier. 
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