Operation Black Mesa hits Greenlight!

Hey, Tripmine Studios just released a new Update! Check it out here!

They also posted some new props on Moddb, but not on their forums:

I like their vision:you shouldn’t reinvent a wheel,all you have to do is to keep your gameplay and atmosphere as close as possible to original while removing all meaningless stuff.It seems like they want to add the new enemies because I don’t recall anything similar to creatures on second art in Opposing Force.I also like their AI demonstration and sky textures and I hope we will have a lot of cross mods so people who like OBM\Black Mesa version more will be able to change the textures\NPCs\locations through the worskhop in both games.Can’t wait to see an actual gameplay.

Those model shots are on the forum post now.

Glad folk are enjoying the media release and other content that’s been pushed out recently :thumbsup:

I’m not sure just how active this thread is, or the forums in general, but I figure it’s far more active than the tripminestudios forums or our moddb or greenlight page and all that jazz.

So I figure I’ll drop a bit of “news” in here in case anyone is interested who has not seen it otherwise :wink:

I try to update my 3D prop thread decently regularly for the public. The .357 ammo box was made by me for example.

Here are a few images from it that I posted recently:

Also, don’t forget to check out the blog I wrote up about my revamp of Frags map.
Here is a screenshot from that blog in particular:

I wish I could show the public more of my work. Because there is a truck-load of level design work in particular I have done that I’m incredibly proud of, but until then we (myself in particular) are trying to keep you guys updated with as much content as we can, even if it’s just small props.

ps: there might be some screenshots of “Duty Calls” on my moddb page that barely anyone is aware of if you wanna look through my images :wink:

I just dropped a new dev blog if anyone’s interested.

Lovely details!

For any interested, we dropped a Guard Duty media release!

Check it out on our official forums, or on moddb

Finally got to show off a bit of my work on Captive Freight and some updates to Duty Calls.

Here a a few of the screenshots:

Uploaded some dev blog images to compliment the latest media release[/size]

There are some screenshots that weren’t presented in the summer media update

Such pretty shadows from that grate texture! How do you do these things?

Blocklight tool texture and lightmap tinkering ofc. I think for our fences we’ve got a .rad file and just feed vrad the texshadow param.

And then someone sets their lightmaps to 1 and I scream at them because it’s never worth it to go that low.

Totally worth it to go that low.

For me personally, I haven’t used blocklight in like 4+ years. It’s all 100% textureshadows or nothing in my opinion.

Don’t worry, Crypt, it’s set at 2 :slight_smile:

So to use that, is it

-texshadow

or

-TextureShadows ??

I’ve had a light in one of my maps that was supposed to cast a similar shadow and despite using blocklight brushes I couldn’t seem to get it to work. Sorry for the side topic, but I’m intensely curious.

As I always tell everyone, almost any info you seek can be found simply by visiting the VDCW, where you can easily find info about textureshadows (there is also a tutorial linked on that page)

To quickly sum it up, textureshadows has absolutely nothing to do with using the blocklight brushes.
Blocklight simply works by placing the brushes, setting a low lightmap scale, and casting light to project shadows from them. It’s that simple

Texture shadows only work with models. Meaning you need to convert any brushwork you want to cast textureshadows from, into models, and add a line in your custom rad file to tell the engine to use that models alpha channel.
You compile in expert mode, or simply add the -textureshadows parameter to vrad, as well as a custom rad file and there you go. Obviously you still need to use the correct lightmap scale and fine tune your lighting so that the shadows are not cancelled out by nearby lights.

If you want to continue talking about textureshadows past this point, I suggest making a new thread, where myself and others can easily help you out. Or PM me. Though I highly suggest just making a new thread, to not clog up this one, and so others can learn as well.

Here we go! Dev Blog by Developer Tmast incoming, about NPC AI! Look here

Few days ago EvilGoodGuy has posted his new prop images on his dev blog thread. Just so you guys know.

So, how close is this to a release?

We’re not close to a release at all, we’ll be sure to let you know when we are.

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.