Problem is, that requires making a MK19, coding it, making it so the AI can use it, and a bunch of other problems.
While I do believe a Humvee with a MK19 on it (Which would also probably have to be its own model) would be a cool middle-ground (heavier firepower, and a 40mm grenade would be enough to knock it out, or at least kill the gunner), it seems like a lot of work for little payoff.
And we’re trying to keep away from another emplaced M2 because that’s all that has been used for mounted defenses.
I would really like to see some kind of makeshift sandbag bunker made around the 50 cal guns too. What made those so lethal in the original was that it was very hard to actually hit the marine controlling the gun. This made it fun to get the perfect shot or to throw a grenade inside.
An LAV wouldn’t really make sense in that part of the game because you’re still deep inside the facility walls and desert even in the outside sections. The armored vehicles aren’t supposed to have showed up yet and definitely not gotten that far inside. Seeing a single LAV that early would be a little odd and I think they are best saved for later even if they are fun to fight against.
Just to put this issue to bed I’m afraid none of these lofty plans that everyone’s suggesting are going to happen. It’s just very out of scope, I’m afraid. I’m a mapper. I’m not a modeller. I’m not an AI coder. I’m a mapper.
I liked the original’s sandbag bunkers too but they don’t exist in Black Mesa. There’s no model for them. The only way for me to make them would be to put together models of individual sandbags in the editor to form a hut, which would be ABSOLUTELY HORRENDOUS for performance. Horrible, like you wouldn’t believe. I cannot stress how terrible that would be for performance. Unless someone’s willing to model a sandbag bunker for me, which nobody is, then it won’t happen. The Sandbag Bunkers in HL1 were brush based, which would look absolutely terrible in the Source Engine.
The options, sadly, are limited to: parked LAV, as per Someguy’s suggestion, or another 50 Cal emplacement, perhaps with a bit of creative variation. Maybe I could make a makeshift bunker/emplacement out of something else, something interesting. But sandbags is not doable. The only potential compromise I could think of could be an LAV which is (Dadster, you might want to shield your eyes) cleverly clipped into some kind of emplacement so that only the gun is visible/sticks out. Functionally speaking, it would serve as a difficult to destroy autogun. But, alas, this idea’s quite convoluted and I don’t like it much.
Don’t get me wrong, I’d like to have more options available too. But they’re not available, and there’s nothing I can do about that. I’m a mapper. I use other peoples’ assets to make stuff. I don’t generally make the assets. The closest I get to doing that is skinning, really.
This is all correct.
I will work to put this issue to rest tomorrow. With a bit of tweaking and other changes your suggestion has given me an idea which I’m fairly sure will eliminate this problem once and for all, keeping the nice layout whilst giving it the strengths of HL1. Thank you very much.
This is the part where someone with modeling/coding experience swoops in, creates one of the potential solutions (MK19, Sandbag fort), and we all shower them in rose petals. Glances around.
In this upper grated area https://i.imgur.com/SPyHWV8.jpg, there’s a steadily blinking red light https://i.imgur.com/Jlns5Y4.jpg.
It never fully extinguishes and the lighting effect is very subdued and hardly noticeable. You may want to consider changing its parameters. I suggest centering these red lights horizontally, to have more light thrown onto the ceiling. Also, this somewhat obscured area houses too many electrical boxes, so consider removing some of them. As well, the alternate-side light positioning, misses a right-hand placement. Presently, it’s left, right, left, right, left, left, right.
The electrical boxes on the right end of this power substation, clip into the wall https://i.imgur.com/k1zF7Xi.jpg. The other end looks normal https://i.imgur.com/i7liRww.jpg, even though some wire components also clip into the wall https://i.imgur.com/ZAACFgq.jpg. Can we take advantage of the benefits of clipping (Oh forgive me, all knowing and powerful Clipping Gods), so that both ends look normal?
For continuity, at the electrified water blast doors, consider using the raised wall texture on the tunnel wall in the corner https://i.imgur.com/VtjhF31.jpg. Opposite corner, as well.
There also seems to be some variances on the positioning of red lights above blast doors and associated types. You may want to investigate this area.
The tops of these double doors, leading into the hallway outside the rocket engine room, clip into the door frame https://i.imgur.com/d6eXEbL.jpg. These same-type doors, in the same area are fine https://i.imgur.com/hB8EFHO.jpg, as are the ones at the office complex.
In this instance, for the tunnel across from the tram elevator HECU encampment, consider using a slanted end wall texture, in order to address this protrusion https://i.imgur.com/b6FW9nS.jpg. To match, do the same on the opposite side.
At the beginning of the tunnel leading to the electrified water, consider using a slanted edge on the end of this raised wall texture (also extend it to the edge of the tunnel wall) https://i.imgur.com/F9iWYFM.jpg to match the one at the other end https://i.imgur.com/KErG4zv.jpg
Consider placing the brown equipment unit on the right, next to the data tape machine unit, since these probably work in tandem. They also match each other, cosmetically https://i.imgur.com/6vCl9Qz.jpg.
Both track rail stops have a texture flashing issue. See attached pictures 1 and 2 below.
This single door into the “Security Rail Override” office, opens outward only https://i.imgur.com/wD6xZsh.jpg. All other single doors in the office complex open both ways.
In a real world mindset, consider moving this sign to the left side of the door https://i.imgur.com/HaGhTUs.jpg, to avoid it being potentially blocked by the door being open.
Beside the cafeteria, the different textures at the base of these doors, needs to be corrected https://i.imgur.com/2tAZy6L.jpg
In the office across from the kitchen, consider extending the carpet all the way to the wall https://i.imgur.com/HkGdKTZ.jpg
At the stairs leading up to the elevated area above the tram elevator HECU encampment, consider removing these two I-beams https://i.imgur.com/C1FvlJe.jpg, as there doesn’t appear to be any apparent reason for them being there. There are no texture seams to be concealed, as is evidenced by the lack of an I-beam across the stairs https://i.imgur.com/SAPdw6T.jpg or in the diagonally opposite corner https://i.imgur.com/oUl85oi.jpg
In the corners at the blast door leading to the electrified water https://i.imgur.com/MlhrDNL.jpg, can a raised wall texture be used instead of a flat one, in order to match the adjacent ones (perspective is looking up from below) https://i.imgur.com/fpmHiMX.jpg.
Can you use propper to create a model out of a group of models? Is that possible? I don’t think so, but I’m not sure. If it is, I would do that, but I really don’t think it is. I’m busy currently, but I’ll test it later to confirm if it is or isn’t.
I wish!
Geography Undergrad, at the London School of Economics. Do your worst, I’ve heard it all!
Propper uses brushes to generate models. I already know this. I’ve used it for that purpose myself many times. What I don’t know is if it can generate models from other models, and it certainly doesn’t say that on that article either.
^ Derp on my part. It’s worth a shot, you MAY want to back up your files before you do do it just in case, so you don’t loose your work. There’s no telling if it’ll fuck up the source files.
I think I’d personally prefer to stick with a 50.Cal with variation, as armor only really hit the base a bit after OAR. You can assume that the Marines were rushed in via Ospreys and Humvees that were already stationed there/close to the BMRF–> sort of a QRF, to hold out or attempt to secure the facility till the big guns arrived.
Alternatively you could assume that, since OAR is when the fights really start to break out, moving into the Xenians favor, this fits in quite well as the HECU would have called in the big guns.
I feel like I have to keep pointing this out. We don’t know when armour arrived, or if the BMRF had any stationed there, we can just assume that the Military would have sent some fairly quickly. We don’t know, we spend most of the game underground and indoors until Surface Tension.
If you’d looked at my first suggestion, you’d see that the one place I was suggesting the LAV to be is literally 2 meters from the tunnel exit on the surface. The only reason it would have been there was to keep Freeman from reaching the Launch Pad.
I read that, and it really isn’t my point. My point is the HECU probably wouldn’t have driven the thing into the tunnels to begin with, Freeman or not, even if it’s right by the exit. MAYBE if they left the door open to give it a space to fall back, but that would mess with the flow of the level, wouldn’t it?
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.