BBMIP: Part 2

Ok time for the 2nd part of this blog.

So we left off somewhere around lab 2. Lab 3 has been done like lab 2 so no need for pictures. The server room got some attention too. AM map B has a lot of replacement models. This starts in the laser hallway. All the models have been replaced, 2 have animated textures. The powersource prop got a major redo. This prop has 5 textures (plus detail textures) because you can climb up on it in AM and UC. When you get to the TC chamber outer room there will be several differences. First you will be greeted by a new guard desk. I took elements from the entry lobby desk and used them in this one. It now as actual security camera angled photos/textures (see next post). The door to the TC “waiting” room or antechamber has been redone also. This was a Propper model that was pretty old. Textures were matched up and I think it turned out nice. There are lots of small details added. When you play the game make sure to check it out. Finally in the antechamber the overhead vent got a redo. Once again it was a brush and lacked detail. Hope you enjoy. Please remember to keep questions limited to these models and their changes in game and not about asking about other features.





Since I can only post 5 pictures per reply these were the ones talked about above. The servers as pictured were compiled several ways, 4a,4b, 8 and 16. That refers to the number of towers. 16 keep crashing hammer so only the first three will make it to the final game. All renders not in game are in Marmoset Toolbag (it rocks in case you were wondering).





These new textures look great.

I especially love the update for the mainframe computer in the first shot–the textures on it and the fact that there are wires going up to the ceiling.

I’m concerned for that drop in FPS (according to screenshot fps counters)

is fps significantly less with the new high res model-based set pieces?

Man I love it keep it coming!

…Nice

You are concerned with a framerate drop from 300 fps[/SIZE] to mid 200’s[/SIZE]?

Anyway, great job. Although those server racks look too modern for late '90s/early 2000’s, imo.

This game has never been for the weak of system and you can turn any setting down. Things are also positioned in areas where they were the only thing there and they are portaled off and that helps the frame rate. That said you are worried about a drop from 300 to 160?? One dynamic light does that. It does that all over the game you just don’t realize it. Load up LC in the final room and see what your frame rate does. The areas they are in are not combat areas and you won’t notice the drop. These are about the half poly count of the M35, 8k (for one row) vs 21k. ST has 5 of them outside in the parking lot.

I realized that you couldn’t really see the laser hall models. So here are the WIP pics I had. These aren’t of the final texture. Also Bjorn modeled the base cabinets on these I just detailed them and only modeled the one with all the lights.


That server looks purdy.

Out of curiosity, do you base your models off of their real-life counter-parts from the '90s era (as Half-Life originally took place in the '90s I believe, someone can correct me if I assumed wrong) or some other source?

Do you mean the servers or all the models? The servers were a combination of elements from past servers from multiple venders. They aren’t a copy of any one actual computer. For all the models we try to have it be industrial/used/older vs scifi. The powersource model was a remake of one we had from years ago. Depending on what the model is I either try to find references that fit from the real world and add my own changes so its based in reality but changed a bit. Lots of the models were based on HL1 textures so there was a lot of detail that was designed to make up the differences between the original low resolution texture and our version.

Ah, the question was for all of them, I appreciate the insight. Look forward to the rest of the stuff you decide to unveil. :slight_smile:

mein gott… that first comparison looks so sexy

cant wait to buy

It all looks REALLY good, man! I just wanna see more! LOL! :smiley:

Those servers. <3

Very good job, sir.

Truth to be told though, I liked better the design of the old servers although I highly approve of the new wiring (first attachment).

Also I did feel redundancy in having the “Test Lab CC-33/a” written twice on the door and on a panel so close to each other (fourth attachment).

The door says “Test Lab CC-33/a” while the sign says “Test Lab C-33/a”. The latter is correct.

well technically the door in HL1 doesn’t say anything on it so it’s open to different interpretations, maybe the room that the door leads to is coded differently from the test chamber itself…

That sounds a rather weak interpretation. People who notice that inconsistency would just think of a typo. In my opinion, it’d be nice to remove the writing on the door altogether. It feels like an unneeded duplication.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.