Yeah I used some random lab metal wall texture that happened to be part gray and part white. That’s probably why it looks like concrete.
I’ll probably swap out the texture for something more target-ish later. Maybe someone can create one.
Yeah I used some random lab metal wall texture that happened to be part gray and part white. That’s probably why it looks like concrete.
I’ll probably swap out the texture for something more target-ish later. Maybe someone can create one.
you just need a greyish black texture… also I saw that you had hands and legs on the targets… might want to remove thoughs, mostly cause most silhouette targets only have the torso up and vague representation of hands, in fact unless it shows a guy in a threatening pose the do not have hands.
I just did it because why the hell not? There’s no rule that says they can’t have arms and legs, status quo be damned.
its not a rule but a common design, sort of just looks strange but hey, that’s just my personal opinion.
Saw the pic of the firing range and I am not sure about it but it could be the angle of the screen cap looks quite a different shape.
One suggestion make the platform floor solid as in the original. The elevators in office complex have the floor texture that would match the original.
missing those ceiling girders too from the original, model from WGH warehouse.
I always thought we would be getting off here for some reason before starting the hazzard course
https://www.youtube.com/watch?v=ZgbD2dejnsk&list=PLH32izvaP-U8k0JswogQPRwQWHIHm2ZSk&feature=c4-overview-vl
but I guess that was not the idea.
Last bit of inspiration. You were saying about the outside area. well here perhaps something like this
That would be all well and good if they were going for a 1:1 replication of the original.
There are ceiling girders there in the mod.(At least I’m pretty sure. Can’t check right now)
Why would we get off there? Those are the dormitories.
True but I hope the red railings and hazard strips on the walkways are also going to stay, it’s stuff like that that cements it in your brain that you are on the hazard course. Iconic is perhaps a better word.
ah and red ladders
That’s more of a Half-Life thing than a Hazard Course thing, to be honest. And Black Mesa did away with most of the red ladders and railings, plus we don’t want to diverge too much from the BM style. Be happy that we actually have any red railings at all, considering how they don’t even make an appearance in the base mod.
^
Making new models and textures is time consuming, especially when you have a lot of them to do.
I will be making red ladders and red pipes for when I do a mapping project on we got hostiles over Easter. So you are welcome to those as I make them.
I’ll even offer to make you red railings along with it. but they won’t be in the mapping project but grey and red walls will be in sections.
Got quite a bit planned, and I also made rat sounds don’t know if you confirmed the rodents or not but they are in my sound mod in the soundscapes folder you are welcome to use them too, or even use as place holder sounds, no need to credit me also.
I don’t think you’re understanding. While creating the textures/models can be time consuming, that’s not the big issue with red railing/stripes, etc.
The issue is that while they are heavily cemented in our minds as memorable Half-Life motifs, they are not Black Mesa motifs, as Black Mesa went with more of a realistic approach. Since this is a Black Mesa expansion, we’re sticking with that style and look throughout most of the course. We’ve added some red railings here and there because we missed them, but not many because we want the themes to fit Black Mesa.
This isn’t going to be a 1:1 recreation by any stretch. If something as simple as missing girders bothers you, you’re going to have a horrible time playing.
Also yes, we’re doing rats. 
Putting red railings and ladders everywhere would look silly. Where in Black Mesa do you see red ladders OR railings?
Fire escapes come to mind…
The vast majority of ladders in Black Mesa and the Hazard Course are not fire escapes.
Here, have a look see at some pictures from a year ago:
https://imgur.com/FM5Ro
https://imgur.com/jMZXG
https://imgur.com/BFsRm
Do you see how strange that looks? Half-Life made it work, but it looks pretty goofy in Black Mesa. In some areas it works, but most of the time red railing/ladders looks soooo out of place and is very distracting, typically an eyesore, really.
I think it’s because there is a kind of “gritty” aesthetic to Black mesa. If it were kind of rusted off red paint, it may look less goofy.
And this is why we keep asking for dedicated texture artists. 
^this It just needs grunge otherwise it is perfect, so I will defo be grunging up the red ladders
Not upset about the lack of girders but when it comes to hanging the lights off it in a dark room and using point spots pointing straight down with sprites on the lamp you don’t get a much better looking lighting effect anywhere else in the engine. Especially for the warehouse style of the firing range. I think that effect would really work well there. can’t remeber if it also uses an env entity for the shaft of light or not. I will check this when I get the chance.
It may look less goofy, but still goofy nonetheless. Combine that with the whole BM dissonance thing we’ve mentioned, we don’t have texture artists to do that, as well as that our maps weren’t designed with red rails in mind (they attract the eye far more than they should and can completely throw off a feel in most areas), and I’m sure everyone can understand why we aren’t going that route for the majority. There are more reasons not to go through the extra effort then there are to do so (“It was like that in Half-Life.”).

I’m incredibly confused as to what this has to do with anything. :zip:
How you light the firing range, I know it is not final but the lighting does not look right in there, I was suggesting a way to perhaps light it.
using point spots from the ceiling. Otherwise never mind only trying to be helpful
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.