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Black Mesa Source is back

  • skdr
  • November 29, 2006 at 2:17 PM
  • Dodger
    • December 1, 2006 at 2:14 PM
    • #41
    Quote from kleinluka

    this is indeed very awesome. cant wait

    YEA YEA

  • D3ads
    • December 1, 2006 at 4:38 PM
    • #42

    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

  • Skjalg
    • December 2, 2006 at 1:02 AM
    • #43

    or you can see them high res in this folder:

    http://images.rabid-monkey.com/bms_public/nov06_media/

  • Campaignjunkie
    • December 2, 2006 at 2:13 AM
    • #44
    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!!

  • Zacker
    • December 2, 2006 at 8:34 AM
    • #45

    People should quit talking about luxels and stick to talking about lightmap sizes as that is what we set in Hammer.

  • ReNo
    • December 2, 2006 at 3:39 PM
    • #46

    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.

  • Defrag
    • December 2, 2006 at 4:45 PM
    • #47

    Yeah, HDR triples the size of the lightmaps from what I remember.

  • Zacker
    • December 3, 2006 at 11:22 AM
    • #48

    Hmm yeah Reno you got a point about that talking about luxel size is the technically most accurate term.

  • D3ads
    • December 3, 2006 at 1:24 PM
    • #49
    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...

  • ctswin
    • December 3, 2006 at 2:09 PM
    • #50

    There's a few of them there, check the ones with 'ingame' in the filename.

  • Belgarion
    • December 3, 2006 at 6:23 PM
    • #51

    blast pit and lambda core simply floored me. i'm excited about this again.

  • Minos
    • December 3, 2006 at 8:38 PM
    • #52

    Their level designers are great <3

  • JeanPaul
    • December 3, 2006 at 11:24 PM
    • #53

    <3

  • D3ads
    • December 17, 2006 at 3:51 PM
    • #54

    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]

  • skdr
    • December 17, 2006 at 4:05 PM
    • #55

    That's so HOT. Can't wait.

  • JeanPaul
    • December 17, 2006 at 4:54 PM
    • #56

    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]

  • Markus
    • December 17, 2006 at 6:54 PM
    • #57

    Saying it's beautiful is an understatement. Very nice job, JeanPaul.

  • KoKo5oVaR
    • December 17, 2006 at 7:15 PM
    • #58

    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

  • st0lve
    • December 17, 2006 at 7:34 PM
    • #59
    Quote from KoKo5oVaR

    wow JP, the first screenshot just broke me, lighting brushwork textures.. damn ;XEDIT : BTW i didn't knew that this indian gentleman was part of the BMS team

    Its not cyberjunkie.

  • KoKo5oVaR
    • December 17, 2006 at 8:04 PM
    • #60

    OH SNAP

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