Black Mesa Source is back
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An early look at the Second media release? I discovered some thumb images that are not present on the media page:
[Blocked Image: http://www.blackmesasource.com/images/thumbs/28.jpg][Blocked Image: http://www.blackmesasource.com/images/thumbs/16.jpg][Blocked Image: http://www.blackmesasource.com/images/thumbs/13.jpg][Blocked Image: http://www.blackmesasource.com/images/thumbs/4.jpg]
You can see them in the small media box just above the songs playlist.
h@x!!11
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or you can see them high res in this folder:
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Quote from ReNo
And CJ, I guess you mean you rarely go ABOVE 8 units per luxel? As in, you using 16 unit luxels is a rarity, whereas using 4 unit luxels is more common? It's annoying how whether people are talking about resolution or size means you have to switch words, despite the fact you are talking about exactly the same thing. Gets so confusing

Wait wait, I thought smaller luxels = more memory = more lightmap details. So I meant that I usually use 8 units, while 16 unit luxels are more common, and 4 unit luxels are a rarity... Okay now you're confusing me too!!

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People should quit talking about luxels and stick to talking about lightmap sizes as that is what we set in Hammer.
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Well "lightmap size" should really be called luxel size as far as I'm concerned (as in setting your lightmap size in hammer to "4" means that each luxel is 4 units in size - the size of the overall lightmap depends on the size of the surface surely) but I guess you are right - bringing in another term isn't gonna help cut down on the confusion! As luxels are the individual components of a lightmap, however, it isn't always possible to use the two interchangeably.
CJ you are right, small luxels = more memory = more lightmap details. So using a lightmap size of 4 is a lot more detailed than a lightmap size of 16, but it also uses 16x as much memory to store. When you get down to using a lightmap size of 1, you are using 256x as much memory as you would with a lightmap size of 16.
Thing is, does that 256x as large really matter? After all, if something is tiny in the first place, it might still be tiny after making it 256x as large. It's something I planned on looking into a while back when I was writing a fairly in depth article/tutorial about lightmaps in Source, but I never ended up finishing it. Another thought is that with HDR, each luxel requires more memory, so that should also be a concern.
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Yeah, HDR triples the size of the lightmaps from what I remember.
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Hmm yeah Reno you got a point about that talking about luxel size is the technically most accurate term.
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Quote from Skjalg
or you can see them high res in this folder:http://images.rabid-monkey.com/bms_public/nov06_media/
Err.. no, you can't...
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There's a few of them there, check the ones with 'ingame' in the filename.
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blast pit and lambda core simply floored me. i'm excited about this again.
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Their level designers are great

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Second media release!
http://www.blackmesasource.com/
[Blocked Image: http://www.blackmesasource.com/media/anomalous_tc_01.jpg]
[Blocked Image: http://www.blackmesasource.com/media/anomalous_02.jpg]

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That's so HOT. Can't wait.
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Hey! Dont foget about me!

Updated the stage 2 Lab shot.
[Blocked Image: http://www.blackmesasource.com/media/c3a2_mediarelease_001.jpg]
And some new ones.
[Blocked Image: http://www.blackmesasource.com/media/c3a2_mediarelease_009.jpg]
And my personal favorite
[Blocked Image: http://www.blackmesasource.com/media/c3a2_mediarelease_010.jpg]
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Saying it's beautiful is an understatement. Very nice job, JeanPaul.
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wow JP, the first screenshot just broke me, lighting brushwork textures.. damn ;X
EDIT : BTW i didn't knew that this indian gentleman was part of the BMS team

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OH SNAP

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