It is possible to work the physics of barnacle like to Half Life 1?
Those of Black Mesa look like a tube man.
It is possible to work the physics of barnacle like to Half Life 1?
Those of Black Mesa look like a tube man.
Bulk up the armor a bit more, looks really thin as-is. Materials look great as always, though.
it’s not quite what I was expecting, but I like it.
If I may, I suggest giving it more armor along the waistline. Other than that, I really like it!
Yeah we all like Xen and all, but I don’t think posting this kind of stuff really belongs in the “Black Mesa Mod WiP Showoff Thread”.
Please find a more appropriate thread to post it in, or you can create an account and post it in the General Xen Chit-Chat Thread.
Most of those are from last year look at the videos.
@PotatoMuffin no they belong here as those are fan made.
So I decided I wasn’t a fan of the current hornets and thought that they would clash with the new hivehand I’m making, so I decided to give them a bit of a face-lift. I made them look a little more similar to the original hornet while still giving it a bit of flavor of my own.
Also made some flip-flap animations for the wings.
I actually managed to get these bad boys running in Black Mesa, but not without any bugs (heh). Here’s a comparison video showing off the original hornets and the ones I made:
youtube.com/watch?v=4EAne7WlhKc
Instead of spawning inside of the hivehand, they spawn in the center of the screen. They will also appear too close to the camera for a split second before repositioning itself.
Does anyone know how to fix this problem? I can send the mod files if needed. Keep in mind that I’m still a bit new to Source modding.
That looks surprisingly similar to the hummingbird moth found in my garden a few nights ago!
BM’s Gargantua seems pretty accurate to the original game. The image you’re showing seems to be a WIP image before they actually got the textures finished. In fact, I think it might be a bit too accurate, as I don’t think the giant pointy teeth doesn’t really look nearly as intimidating as it did in the context of the original. Still not enough to warrant a full remodel, though.
And I don’t know about you, but I personally like the redesign for the Vorts. And even if I didn’t, I feel like modifying them would disconnect them from the continuation that was HL2.
Also please stop asking for requests, as I prefer not to have too many projects on my hands. It’s happened to me a few times before, and I don’t want to spiral out of control with over 50 different things that I want to do all at once.
I guess you could make the vorts texture darker/dirtier. They are enslaved by the fetus, after all, and the ones in hl1 were darker anyway.
Just use Joazzz’s aliens, then
Getting back on-topic, I’m liking the new hornet asset, Potato. Not really sure what’s causing the center-screen bug, though. I’d recommend asking around on FacePunch, most people there know their stuff pretty well.
Any progress on the Hivehand materials? I’m really curious to see how it looks, even just with base colors
Alright, I’ll try the FacePunch forums. They seem pretty experienced with this sort of thing.
And I haven’t started on the textures/materials for the hivehand yet, as I don’t really have a model ready for that yet.
What I do is that I create high-poly sculpt, and then I create a cleaner model over it so that I can bake all the details from the sculpt onto my model. The hivehand images you saw was just the sculpt, not the final model.
The 45 degree angle looks like it needs some more smoothing action, the textures look kinda off with the windows suddenly intersecting like that, and the walkway feels like it needs some more propping up. Feels pretty cramped, was that what you were going for?
Yeah, I think it’d look a lot better if the metal bars in the concrete were going horizontal instead of vertical, especially where it cuts the control room windows.
Just in general I’m wondering if that was really the best texture for this area, as it’s relatively clean while the rest of the place uses dingy Residue Processing textures.
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.