Teleportation inconistancy

Just thinking of the teleport scenes in HL2 and how they compare to the chapters anomalous materials / lambda core

Now check this Vid

https://www.youtube.com/watch?v=axhw-3oFcIk

Is there any possible way to include this overlay texture for when teleporting in black mesa to keep consistancy with the sequals…

It seems at the last teleport scene there was some kind of overlay texture …

Basically I think Anomalous materials needs these effects and a very short effect when going into the teleport orbs aswell as The final Lamda core scene should have leading to xen.

What are your thoughts on the teleportation and associated effects seen in half life 2 also the negative render effect as you teleport in

also some kind of music ambience at the very start of unforseen consequences would perhaps work well when you first wake from the disaster perhaps fading in from negative

example of photo negative effect

different time, different technology

also, something went wrong during that teleportation in HL2, which could explain the negative effect

I’d also say somthing went wrong in the experiment in anomalous materials… Thats why I think It should be included or somthing similar to visually pronounce the fact you are being teleported…

…the same effects occurred with the teleport that went mostly right in Nova Propekt, I think.

Yeah no, the teleportation that happens in HL2 is a different kind of teleportation. Similar but not the same.

It’s still a dimensional rift that creates a portal… Altthough the portal gun created seamless gateways the difference is that the players matter is not deconstructed and then rebuilt.

In the events in the resonance cascade is still a quantum event and should by definition be treated the same as Black Mesas technology.

The half life wiki says this on teleportation in relation to aperture science

“Another method was investigated by Black Mesa, and later improved upon by the Resistance.”

https://half-life.wikia.com/wiki/Teleportation

So It is the same technology but further developed and different to aperture science technology… But there is no visual cue to the fact that teleportation or dimensional rifts are happening like we saw in HL2 I just think it would be beneficial to have visual cues to accompany teleportation

env_screenoverlay and is also quite easy to do… Perhaps they did not have the textures for this or could not use them

https://www.youtube.com/watch?v=LVjaFo6esWw

I agree, would be cool

This implies that the tech used in HL2 is more advanced than that in HL, which might explain why there’s a different visual effect.

I did feel the local teleports in BM lacked something, though - the screen just instantly snapped to the new location. Maybe just having the screen flash white for a second or something would be enough.

That was exactly my thought on the orb teleports - white flash / photo negative effect

As far as anomalous materials goes the original had a green flash which I think was upgraded to the screen overlay effect for half life 2 but I can understand the devs wanted to keep it more retro in some respects but I would have really liked to have seen screen overlay effects during anomalous materials to give it more punch and make it more trippy

If comparing the green flash was dimensional tear and the screen overlay in half life 2 was a slingshot effect… i.e. bending space and time

perhaps an overlay of the teleport spawns for vorts and headcrabs should be converted to an overlay for the flashes Gordon sees mixed with a short overlay deom HL2 when flashing out to white when reaching the teleport destination

Any form of bonus continuity with HL2 like this would be appreciated IMO. Nice idea.

Speaking of the teleportation; did anyone else miss the teleported-in-water part from the original HL? I thought that was a great, with the Ichthyosaur swimming towards you, and I don’t really see why the devs cut it out?

EDIT: Wait, I just realised I’m mixing it all up with HL2. Whoops, nevermind then!

Just like Magnusson, kay.

The Black Mesa technology is older, so normally it takes longer to transport a person/object from one place to another…

In Half Life 2 they have improved the technology, so it has to be faster, more stabile (except if lamarr is interupting :wink: )

But on the other hand, Black Mesa is a million dollar company, and Dr. Kleiner just made one in his backyard…

Never used the entity before but i wondering about env_fade is the entity that creates the flashbang effects in counterstrike and in hl2 teleportation but half life 2 might have modulation attenuation applied.

Dont know if env fade is the entity used but this in conjuction with env screenoverlay should be utilised perhaps in all teleportation sequences.?

Also what happened to the bullsquid…in anomalous materials teleport? Is this stuff being kept secret to not reveal xen properly?

Is that why some effects seem missing?

Either way the teleport orbs need somthing short and sharp visual effects

Actually, env_fade is used for the opposite: fading to black, usually to cut to credits.

Nothing was missing. They intentionally kept that section brief and vague to help keep Xen a surprise.

do you know what the entity is that is used for the white flash… I am pretty sure that it is an env fade with modulation attenuation applied but never used it before… Does anyone know what entity is used for the effect of fladhing the screen in from white while other colours are in black / blue

thanks crypt… I am going to play through again soon but it is good to know there will be another reason to play again to see changes and updates

Why don’t you crack open the Anom. Mats. map and take a look? I can’t be assed to do that right now.

The flashbang effect isn’t a Hammer entity, as Hammer can’t predict when a player is getting hit by a flashbang. In Half-Life² I’m sure it’s an env_screenoverlay entity for teleportaion effects, or some sort of complex network on them.

I am at work writing on my phone… But i don’t need to decompile anomalous materials need to decompile kleiners lab in hl2 to get answers because the effect i am talking about is missing from Bms totally

OK the white flash is an env_fade just decompiled the map from HL2 and got the settings I think this would be beneficial when going into the orbs and also whenever there is a teleport sequence Orbs should not include the screen overlay effect (Perhaps a short stab) but I hope for some screen overlay effects in Anom Materials / Lambda Core and Xen which I think would make the scenes more updated and trippy in line with half life 2

  • Settings for env_fade* Teleportation effect

Duration 5
Hold Fade 0
Fade Alpha 200
Fade Colour 255 255 255 (white)

Input normally on trigger with a 3 second delay probably have to customize

Flags Fade from (selected)

I was wrong about the modulation I think it is the alpha settings that produce the light and dark with the flash.

but that is the visual cue settings used in HL2

Well, they did put in a nod to him.

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.