The map is called Questionable Ethics!
Oops?
You’re still doing it wrong.
:meh:
G=/=Q
It’s still a work in progress and I haven’t figured out how to do nice renders with Blender. I’m at Surface Tension at the moment. Fun game: guess the deepest part of Black Mesa (so far).
Don’t press the little button to the far right, I’m guessing that’s what you’re pressing. Either press F12 or go to the render buttons in the buttons window and press the render button.
EDIT: although that is really impressive… Is it a inch-for-inch representation or did you change it to make it fit? ie does it overlap?
I haven’t spent any time setting up a camera or lighting so I can’t use F12 yet. I’ll get to that when I’m done laying out the parts. I haven’t modified the map’s geometry at all (with the exception of one mistake I made), so it overlaps at some points - overall not nearly as often as you’d think from looking at the 2D map.
edit: any lighting tips? Say, a quick tutorial on setting up a skylight/ambient occlusion.
You’re probably going to need a lot of lights - I’m by no means an expert, I pretty much just mess around with the lights until I get something I’m reasonably happy with. I would just google it.
AO is in the Shading buttons, world subbuttons I believe - just enable it, don’t use approximate. It shares a panel with Stars/Mist/etc. Sky settings are in that one too.
As for the map, yeah, I guess it doesn’t overlap that much, but it still doesn’t make sense. I mean, ST is below blast pit? (random example, don’t know if it’s actually the case)
Blast pit’s location could actually be lowered. One map break happens in a moving elevator (the map data doesn’t have any elevator shaft), so I can freely choose blast pit’s vertical location. Also, surface tension happens after freeman gets clobbered, so its vertical location could be chosen freely. Or maybe the blast pit is inside a mountain
That would be awesome if you vertically aligned them so that they made more sense
Very nice. :awesome: Is it textured?
Finally done with all the 78 map pieces. Since Nem’s Crafty (the tool I couldn’t have done this without) doesn’t export lightmaps, there is no proper lighting. Also no antialiasing, because Blender’s real renderer screws up all the textures and renders polygons inside-out for some reason :freeman:
I thought about coloring the route from start to finish with a single color with an increasing saturation or brightness so that the route could be easier to follow.
PS. the deepest part is of course the box-smashing room.
Can you post the source file? Please?
APPLAUSE
Great, now do City 17! :fffuuu:
Great job.
^ thisss
Yes excellent job Ripa!
Wow!
Excellent job!
One day i was surfing around in Half-Life Deathmatch: Source when i suddenly came across a server running the map blackmesa_005. It was the entire chapter of Anomalous Materials welded together with Npcs, triggers; the shit. Unfortunately i didn’t realise the value of this map and deleted it later. It has never been run since…
About that WIP Black Mesa Map: What do you make it with?
It was exported from the game into blender.
City 17 (or even better: the entire game) would be amazing.