1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

Black Mesa Source

  • Skjalg
  • December 14, 2010 at 7:30 AM
  • JeanPaul
    • December 26, 2017 at 2:40 PM
    • #721

    @laminutederire

    Quote form our resident shader guy Chetan in response to your question:

    Quote

    Quote

    This version of godrays improves perf by avoid the need to re-render the entire scene for masrking etc. This is one benefit of our new gbuffer passes that we have all the buffers (depth/normal/misc) needed for all the lighting and post processing needs. This change is the big improvement over previous godrays. Gbuffer pass itself is upto 2x-4x faster than normal shading pass depending on quality modes and other factors.

    There's also a huge quality improvement compared to previous version and we have enabled them for new local point lights.

    Second improvement comes as a part of new godrays implementation itself. There's a minor improvement in something called fillrate due to different ways of doing things. One big change is we are now performing radial blur pass on a B&W texture instead of RGB. But again fillrate improvements might not be noticable depending on GPU/Resolution etc because at the moment godrays is being done of full size render and number of blur passes are high. Consider this as INSANE quality mode for godrays. We didn't got time to implement quality modes for godrays for beta update.

    To be honest it was least on the priority list since we didn't notice major perf impact during our internal testing (we mostly tested stuff on 1080p or 2140p sometimes). Also, we are planning to do another overhual of godrays (no promises). I wanted to try one of the screenspace ray-trace (or ray march) based implementation which is the standard now on dx11. But its tricky to implement on dx9 and may or mayn't turnout to be faster that current radial blur based implementation. Apart from better perf it will improve the quality even further and might enable us to use them for new local spotlights the way we wanted. (But again no promises, it's something on the list for xen release but not big priority at the moment.)

    Another areas of improvements include - making godrays go through tonemapping pipeline, improve AA when MSAA is enabled , etc

    Display More
  • laminutederire
    • December 27, 2017 at 12:13 AM
    • #722
    Quote from JeanPaul

    9 hours ago, JeanPaul said: @laminutederire

    Quote form our resident shader guy Chetan in response to your question:

    Huge thanks to answer questions like that!

    I never would've figured the boost was due to better buffers! It seems to me with the little experience I have that GPU graphics perf are somehow more reliant on how efficiently the memory is used. It does make sense, as the cache structure lead to smaller lower level cache available to each core, but it never stops to surprise me how important it is ( and it pains me as well :P )

    Is it Chetan Jags? If so, I saw an article from him on the initial way it was done, which was informative, so thanks to him for that!

    That's a nice work you are doing from the initial limited framework!

  • shawnolson
    • December 27, 2017 at 5:02 PM
    • #723

    There is also another feature we've added into BMS that didn't get into press release about new features: $moss. We've add a new set of VMT parameters that add a new layer to textures that works on VertexLitGeneric, LightmappedGeneric and Lightmapped_4wayBlend. When a prop with this param is used with a displacement using it on 4way, for example, there is a layer of texture blending between them that helps blend them more seamlessly.

    I'm making a video soon to demonstrate how to create and visualize them via Wall Worm in 3ds Max. If no docs are up by time I make video, I'll also post information on how to set it up and all the accompanying parameters.

  • Pampers
    • December 29, 2017 at 12:53 AM
    • #724

    Ooh I will get this and play through it once more

  • Pampers
    • December 30, 2017 at 8:47 PM
    • #725

    Bought it and downloaded the public beta, but not getting any of the new fancy tech. Is it not out yet or is there a hidden setting somewhere?

  • blackdog
    • April 29, 2018 at 4:45 PM
    • #726

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • blackdog
    • June 22, 2018 at 10:21 AM
    • #727

    Xen done right

  • Beck
    • June 22, 2018 at 2:09 PM
    • #728

    That first shot looks great.

    Have they announced a release date yet?

  • Buddy
    • June 24, 2018 at 2:24 PM
    • #729

    Looks a bit messy to me, don't see a coherent direction there.

  • FMPONE
    • June 24, 2018 at 7:18 PM
    • #730
    Quote from Buddy

    4 hours ago, Buddy said: Looks a bit messy to me, don't see a coherent direction there.

    I see where you're coming from, but those are tiny screenshots.

    Personally really happy that Black Mesa is still around and kicking, this is one of my most anticipated titles of 2018/2019. I really miss Half Life a lot ?

  • blackdog
    • June 24, 2018 at 9:36 PM
    • #731
    Quote from Buddy

    7 hours ago, Buddy said: Looks a bit messy to me, don't see a coherent direction there.

    You mean because of the very different colours?

  • JeanPaul
    • November 19, 2018 at 4:07 PM
    • #732

    We posted our xen trailer this morning if you havent seen it yet :D


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    https://steamcommunity.com/games/362890/a…111426405732058

    Woot!

  • FMPONE
    • November 19, 2018 at 5:31 PM
    • #733
    Quote from JeanPaul

    1 hour ago, JeanPaul said: We posted our xen trailer this morning if you havent seen it yet :D


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    https://steamcommunity.com/games/362890/a…111426405732058

    Woot!

    It looks so great, can’t wait to play it. New Half-Life content!!

  • Pampers
    • November 20, 2018 at 12:36 AM
    • #734

    Way above any expectations I had! well done!

  • ElectroSheep
    • November 20, 2018 at 3:29 PM
    • #735

    I'm not watching... NO SPOIL !!!!

  • fewseb
    • November 21, 2018 at 10:00 PM
    • #736
    Quote from ElectroSheep

    On 11/20/2018 at 9:29 AM, ElectroSheep said: I'm not watching... NO SPOIL !!!!

    Gordan Freeman dies at the end, really tragic

  • JeanPaul
    • December 23, 2018 at 6:16 PM
    • #737

    Some Black Mesa news if you missed it:

    https://steamcommunity.com/games/362890/a…207569423590279

    New Features

    Screenspace Fog ("Xog") Using the GBuffer that we've developed for our new Dynamic Lights, we've added a dynamic, very flexible new fog system that replaces Source's legacy fog. The new "Xog" can be configured on the fly with instant results ingame, it can change over time with I/O, and it can vary in density and color based on height. Best of all, it's very inexpensive to render, costing about as much performance as a single dynamic light.

    Our level designers were slack-jawed when they saw how much it improves the look of the whole game, bringing a true sense of scale to the levels.

    [Blocked Image: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/8672783/970a42e0cb4acadf18d3ea4d701b8eb793684677.gif]

    New Alien Grunt NPC (Agrunts) Our original Alien Grunts were tank enemies that shot ridiculously powerful homing bees. They fit relatively well into the tough, cover-laden final levels of Earth. In the vast, wide open spaces of Xen however, they became extremely frustrating to fight.

    The new Agrunt is the most mobile, unpredictable enemy in the whole game besides our assassins. They'll leap onto different platforms, find a way to outflank you, get in your face, and unleash a devastating secondary "hornet hurricane" attack. As a much-needed balance, the bees from them no longer home in on you, and individual bee damage has been lowered.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    New Controller NPC (Xontrollers) The player only encounters Controllers once in the released game. They were a good, if a bit simple, final enemy type for the Earth bound levels. For Xen, we drastically expanded their abilities, turning them into a kind of overlord or mini-boss. We don't want to spoil everything about their new abilities -- but mind-control, telekinesis, and crystal-powered shields are just a taste of what players can expect.

    [Blocked Image: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/8672783/d8c1919903e6070185d1806d10f29e9490269fc2.jpg]

    Improved Vortigaunt NPC (Xorts) These were another straightforward enemy from Earth-levels. We mostly teleported them straight onto the player and expected them to be gunned down in a few seconds. For Xen, we have worked them into a much more intelligent, emotional creature. In keeping with the original Xen, they won't be hostile to the player by default.

    [Blocked Image: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/8672783/4a5b585f4011f18da95b70e73e7977695160d655.jpg]

    Flashlight Shadows Flashlight shadows are back! Last patch we switched to one of our new dynamic lights, but couldn’t quite solve all the issues with shadows. For Xen, the flashlight will be positioned on the player to look like it is casting from lower on your chest. This creates interesting shadows and adds to the atmosphere in dark environments while still having a usable flashlight.

    [Blocked Image: https://imgur.com/4GXkHGS.gif]

    Soft Particles Better late than never. This is a feature that's been in other Valve games, but for some reason has been broken in Black Mesa, even from our very first mod release. No more hard-edged particle clipping!

    [Blocked Image: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/8672783/1bcc475168c92dd386013d36c9b2f5fd5bc40ee2.gif]

    Chapter Updates In addition to the improvements above, we have been grinding away at locking the final bits of design and arting for all our Xen levels.

    While building momentum toward release, our goal is to lock down the chapters in order so that we don’t have to dedicate resources to them, and so all the subsequent chapters go faster and smoother. Here is where we are at:

    Xen (~2-3 Hour Estimate) This chapter is completely design locked, most of the art is done, and we are polishing the levels to be release ready. Left on the to-do list is merging art, polishing art, unifying skyboxes and effects across all 6 maps, optimizing maps, and finally a clipping pass.

    Gonarch (~1-2 Hour Estimate) These maps are design locked and are going through the art process. The goal is to be mostly art completed, and start in on its many animated scripted sequences in January. We learned a lot arting Xen and refined our pipeline to be more efficient going forward. There are also half the maps (3) in Gonarch as in Xen, so we got that going for us.

    Interloper (~2-3 Hour Estimate) This chapter is design complete, but needs refinement to lock the chapter. The goal is to have this chapter design locked in the next few days so that level designers and artists can start in on detailing it. Interloper is currently 6 maps.

    Nihilanth (Super Secret Time Estimate) We have started in on the core gameplay coding of the final boss. We wanted to avoid having the big boss be just a bullet sponge, so we have kept the design fluid and kept the environment interactive and dynamic. Most of the static art for this level is completed, but it still needs scripted animation set pieces.

    Endgame (About 5 mins) Endgame is locked, but needs some final animation and graphics updates. Endgame will be the last chapter we do a pass on, as it is dependant on a lot of final art from the other levels. Even in its current state we are very happy with how it plays out.

  • will2k
    • December 23, 2018 at 6:27 PM
    • #738
    Quote from JeanPaul

    9 minutes ago, JeanPaul said: Some Black Mesa news if you missed it:

    https://steamcommunity.com/games/362890/a…207569423590279

    Nice. Good luck with the final release

  • blackdog
    • December 23, 2018 at 7:15 PM
    • #739

    Read the news this morning, impressive AI behaviour for the Alien Grunt, deffo gives me Doom 2016 vibes.

    Still haven’t played this! Is any of the new tech going to be retrofitted on already released content? That fog looks juicy!

  • JeanPaul
    • December 23, 2018 at 9:21 PM
    • #740

    Yes there are definitely plans to do a full pass on the earthbound maps with all this new stuff post xen release. ?

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™