Black Mesa

tyler

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Sep 11, 2013
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Mar 20, 2012
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EDIT: Speaking of Hammer...

sgcbq.jpg

It all makes sense now...

...the resonance cascade occurred because some scientist was busy mapping than doing his bloody job!

You're trying to open the decompiled map in Source 2007, right Micnax? I usually get that "blankless" view-port when I try to open a game's decompiled map in the wrong version of Source.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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It all makes sense now...

...the resonance cascade occurred because some scientist was busy mapping than doing his bloody job!

You're trying to open the decompiled map in Source 2007, right Micnax? I usually get that "blankless" view-port when I try to open a game's decompiled map in the wrong version of Source.

Ah, I'm trying to open it under the Source SDK that we use for TF2 (Source MP). Do you think that's the problem?
 

Dr. Spud

Grossly Incandescent
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Mar 23, 2009
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Older hammer had a bug like that that was solved by switching to camera tool and clicking in a 2D viewport. Probably won't fix it, but worth a shot.

Other than that, it looks like what hammer does when a map from an un-compatable engine version is opened in it.
 

Micnax

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Last edited:

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Now the real fun is copying everything over info Source Filmmaker and using the stuff for it, hooboy.

Be careful. I think they might actually be using custom shaders and engine code in there. The red pipe you climb into in the area with the river of toxic waste has what I swear is two env_projectedtextures casting light through animated fan blades, and the scope on the crossbow has real-time reflections. Unless I'm majorly mistaken, neither of those things are possible in vanilla Source 2007.
 

Micnax

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Well so far I've not seen any problems with the maps in SFM. The toxic rivers just appear solid green and flicker between different shades when the camera moves, so I doubt the texture for it works in it.

Also, I made a small map for filming and such. it's just a cut-down area of the starting area in the Area 3 Dormitories where Freeman gets the tram to work. I've put textures back onto faces that had Nodraw and also modified the tram so that it goes automatically on both rails, with scientists in them. Unfortunately the trains won't show up in SFM though, which is disappointing.

m6Fl5.jpg
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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I'm enjoying the game so far but i'm finding i have to take a lot of breaks because the game's pace is slow even during hostilities. I've played through HL1 about 5-6 times and would do 5-6 chapters a hit, but i'm taking breaks to play other games every 2 chapters and i can't quite put my finger on it other than for that reason.

Call me a die hard fan, now i didn't expect it to be a 100% faithful replica of HL1, but some things just throw me off. You don't get the crowbar until way later than HL1, as with the pistol. Also the security gaurd the scientist is giving CPR to gets up in HL1. You also can't grab the guns off dead security officers. Just little things that leave me thinking "whaaat, oh, i guess not then".

Also the iron sights on the revolver is just weird. It keeps making me think i have iron sights on my other weapons and keep accidently firing grenades with the AR. I also don't recommend using the ironsights at all since the gun takes up 75% of your FoV and (ironically) doesn't seem to be as accurate. I'm not sure why they bothered with it at all since the iron sights don't actually improve your weapons accuracy like standard modern FPS iron sights mechanics.

The level designs are simply stunning. Especially the lighting. But there are some weird invalid looking brushwork on some of the ramps with trims. Still, some of the best level design work i've seen in a long time.
 

Ælement

Comfortably mediocre
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Dec 21, 2010
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Actually, i really like how some of the things are different from the original half life.

The first time you play a game, you think drastically more about what you're going to do next, than if you replay it. It would be quite sad to give a big game like Half Life a complete aesthetical overhaul without changing it a bit, so that the gameplay experience is also somewhat new.
 

Baraleth

L4: Comfortable Member
Aug 8, 2008
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I still find myself thinking in the maps of HL1 when I play the game. I played HL1 so much that I knew exactly where to go in every chapter to find the secrets and the correct path. The secrets seem to still be in relatively the same place.
 
Mar 20, 2012
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Half-life always had that sort of "makes sense" kind of design theory where the weapons you obtain are in logical places, like security cabinets or off dead security guards/soldiers.

I'm glad they've retained some of that, but I have to agree with grazr - I was trying to pick up the pistol from dead security guards for a lot of the first level. The flare/throw thing is interesting, but it delivers a different pace than the original game.

I haven't finished it, but so far Black Mesa has been real top notch otherwise. The level design is really at (and, in my opinion, sometimes superior) Valve's ability. The manipulation of the game space to make the Black Mesa complex not just a string of orthogonal rooms, but a methodically designed structure that serves a function, is pivotal in the mod's ability to tell Half-Life's story. Really gorgeous work.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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One of the things i enjoyed about HL1 was how it rewarded curiosity. It's almost pointless smashing crates as only 5% of them seem to actually drop anything and i can only remember once how looking in a corner behind some solid crates actually rewarded me with some batteries whilst every other time there were no secret stashes. I felt like that was a big part of HL1 being fun, how sometimes it was like a treasure hunt for ammo for your strongest weapons or batteries, etc.