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  <title>Black Mesa Mod News Feed</title>
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<title><![CDATA[Black Mesa Official Trailer released!]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1228088333&amp;archive=</link>
<description><![CDATA[The wait was just long enough for all kinds of crazy bets to be made, but time to cash those in, because the Black Mesa Trailer is good to go and up for viewing! You can <a href="http://www.monkeyjunkie.co.uk/BMS/" target="_self">download</a> it from a few <a href="http://files.filefront.com/BlackMesaTrailer+HQ+720pwmv/;12515432;/fileinfo.html" target="_self">different</a> <a href="http://www.moddb.com/mods/black-mesa/downloads/black-mesa-official-trailer" target="_self">places</a>, or watch it on <a href="http://www.youtube.com/watch?v=oGlhgVz5r6E&amp;fmt=22" target="_self">youtube</a>. We hope this gives you a small taste of what the game will be like, and we hope it was worth the extra wait!<br><br>We also forgot to include some great Power Up shots by Kim Dahlgren, so be sure and check those out on our media page! This officially concludes our media release, but not future updates! And as stated in the trailer, the days this mod stays in development are truly numbered. Hang tight, because at long last, it is coming.<br><br><br><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/oGlhgVz5r6E&amp;hl=en&amp;fs=1&amp;rel=0&amp;color1=0x3a3a3a&amp;color2=0x999999"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/oGlhgVz5r6E&amp;hl=en&amp;fs=1&amp;rel=0&amp;color1=0x3a3a3a&amp;color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></object><br><br><script type="text/javascript">digg_url =
'http://digg.com/gaming_news/Half_Life_Black_Mesa_Source_Official_Trailer_released';</script><script src="http://digg.com/tools/diggthis.js" type="text/javascript"></script>]]></description>
<guid isPermaLink="false">1228088333</guid>
<pubDate>Sun, 30 Nov 2008 18:38:53 -0500</pubDate>
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<title><![CDATA[A celebration of the last decade!]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1227084188&amp;archive=</link>
<description><![CDATA[
Hey there everyone!<br><br>The nineteenth of November might not be a date that many people think is significant, but it's of special importance to us. On this day ten years ago, Half-Life was unleashed on the world. In celebration, we've got lots of new media!<br><br>2008 has been a very eventful year for us. Making a 12+ hour game is a monumental task, but we're still powering ahead with development and making great progress. Our programmers have been hard at work overhauling and expanding the AI, and lots of our NPCs have been brought to life by our talented voice actors. Levels and chapters continue to be worked on and fine tuned, with large sections strung together and playable. We've also begun tackling the final content of the game, some of the most creative and technically challenging stuff we've had to do yet. And team members across the board continue to push the envelope and redefine what's possible in a Source game.<br><br>While known by some hardcore Black Mesa fans, we'd like to officially state that we've upgraded to the Orange Box build of the Source engine. We're also excited to announce that we've dropped Counter-Strike: Source as a requirement for Black Mesa, and from now on, the only thing you'll need to play the mod is a Steam account with any Source engine game installed! Black Mesa is now running completely off of our own content and base Source shared content, and we felt the vastly increased user base more then justified creating all the extra assets needed to make this switch.<br><br>We're all enjoying the new tools and technologies the Orange Box offers us, and are making heavy use of lots of exciting features. These include advanced particle effects, jigglebones, cinematic physics, combined maps, self-shadowing bump maps, dynamic shadows, and an entirely new graphical feature we're calling Procedural Terrain Displacement, showcased in some of the Surface Tension screenshots and wallpapers.<br><br>Our most recent round of community projects has ended and winners have been selected. More so than ever before there was an overwhelming response with hundreds and hundreds of entries! Make sure you check out our favorites! We'd like to thank all who participated, and encourage everyone to get involved in the new ones as well.<br><br>In other news, we've also recently parted ways with our long-time host GamerNode, who have graciously hosted both the website and discussion forums for the last two years. It was an amicable split between both parties, and we wish them all the best in the future.<br><br>And last but not least, the team worked very hard to get a trailer out along with all the other media. But as we've always done when faced with the choice, we decided to take a few extra days to polish it to a mirror shine before releasing it to the community. Be sure and look for that in the days ahead!<br><br><br>**PS: Happy Birthday to my daughter Anastazia, who turns five today! She has half the life of Half-life. How awesome is that? <br>]]></description>
<guid isPermaLink="false">1227084188</guid>
<pubDate>Wed, 19 Nov 2008 03:43:08 -0500</pubDate>
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<title><![CDATA[More than "Cut and Paste"]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1222114630&amp;archive=</link>
<description><![CDATA[
<p>Hello, this is Ben Truman. I'd like to explain my role as writer/designer on the Black Mesa team .<br>I received this opportunity by attending the Art Institute of Pittsburgh for Video Game Art &amp; Design, where I met many of the team members. When I first came aboard, I had a lot of wild ideas concerning how I would make Black Mesa the perfect link between Half-Life, Opposing Force, Blue-Shift, Decay and Half-Life 2. I wanted to throw in Dr. Breen, Dr. Green, Dr. Mossman, everything and everyone. The further I went along with these ideas, the more it seemed that I was hijacking the original story rather than improving upon it. I went back and retooled (or removed) those scripts after realizing that this wouldn't be true to the computer game that everybody remembered so fondly. </p> <p><br>As for a lot of gamers, Half-Life's form of storytelling was the games biggest appeal. The original scripted sequences have all been preserved, but enhanced to utilize the tools that the Source Engine provides for producing dramatic scenes. Since the generic security guard and scientists have evolved into their respective roles as Barney and Dr. Kleiner in HL2, I've tried to maintain the essence of those personas. Kevin Sisk and Mike Hillard have tapped further into these characters and brought tons of personality to every scene. No longer will NPCs stand around waiting for the player to arrive. They will be involved with their surroundings and establish their individual context in the game world. They interact with their environments, realistically express a wide range of emotions and talk with each other and the player while following him around the facility.</p> <p><br>There will be additional scenes, though. The height of the development experience for myself has been creating new scripted sequences within the original narrative framework. I've included an audio-demo from one of my favorite chapters, Office Complex. Once a script is finalized and the scene is recorded, Kevin will assemble a radio-play so that we can get an advanced preview to help visualize how the scene will pan out. You may recognize where this scripted sequence originally takes place. The player comes across a security guard beckoning for help behind a locked gate. Upon approaching, both come across a frightening discovery:<br><br><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/K5gVoBIAxGk&amp;hl=en&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/K5gVoBIAxGk&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></object><br><br>It took a while for me to find my groove, but it allowed my style to mature immensely. Hearing the scripts voiced, edited and implemented has been extremely rewarding as each character within the facility has been brought to life. The new and extended scenes also fit organically into the story. They serve to increase the excitement and drama without jarring the sense of nostalgia that makes this mod so great. Each sequence stays true to form, true to character, and - most importantly - true to Half-Life. </p>]]></description>
<guid isPermaLink="false">1222114630</guid>
<pubDate>Mon, 22 Sep 2008 16:17:10 -0400</pubDate>
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<title><![CDATA[Contemplative Programming]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1218003434&amp;archive=</link>
<description><![CDATA[
      Howdy, today you're in for a treat as you get to take a small peak inside the programming world of Black Mesa. <br><br>Lets start off then, shall we?<br><br>The source sdk even with its "What the Fracks" is a thing of beauty which allows modders and programmers to achieve quite remarkable things. Hell, it even comes packed with plenty of helper classes, functions, and interfaces which allow us programmers to create nifty gadgets in remarkable time. The only thing stopping or pausing your development is finding those hidden tools needed to achieve your goal. Of course, its best to know what your looking for so you can search reliably. This is fine and dandy if you know or have some idea of game programming, but if your new to it and you just dive right in then prepare to cringe. The sdk was/is built in the mind of those who understand gaming programming and its components ( yes, this includes the graphics, game logic, and fun math! ).<br><br><div style="text-align: center;"><span style="text-decoration: underline;"></span><a target="_blank" href="http://www.blackmesasource.com/bmcms/data/upimages/jk_1.jpg"><img alt="jk_1.jpg" src="http://www.blackmesasource.com/bmcms/data/upimages/thumbs/jk_1.jpg" align="none" border="0" vspace="5" hspace="15"></a><br></div><br>A case in point happened to yours truly a few days ago where I had to search deep inside the sdk for something which was vital for the project. It started off when we decided to rework the cockroaches so we can have more then just 4-5 on the map. The roach was composed of an entity, and entities are quite expensive quite a few of them are used. Also, only a certain amount of entities can exisit before the engine alerts you with "WTF you went over the entity limit" then explodes. We want a crap load on a map at a given time, so the roach had to be a non entity class which would be cpu cheap. I ended up wrighting a new cockroach prototype and it worked fine and dandy. The roaches would climb all over the world and was rather cool. However, they where bit more expensive then I would have liked tem to be. The roaches would fire off a ray or "traceline" too often, but was needed to perfect their movement so they could climb on any surface. <br><br>I was not too pleased with how the roaches functioned internally and knew I could squeeze more numbers with optimization. After thinking it over and looking over a few of draft papers I was pleased with an new idea. Basically I would have the cockroaches precheck the surrounding area with rays or "tracelines" and get a list of planes near by. For each plane found the code would lookup the edges of plane using <a href="http://mathworld.wolfram.com/Point-PlaneDistance.html" target="_blank">Point-Plane Distance formula</a>. The roaches would then precede to one of the given points or edges. Only when the roaches are at that given point will they update with those evil expensive "tracelines" instead of almost every other frame. "Voila", I said! <br><br><div style="text-align: center;"><a target="_blank" href="http://www.blackmesasource.com/bmcms/data/upimages/jk_2.jpg"><img alt="jk_2.jpg" src="http://www.blackmesasource.com/bmcms/data/upimages/thumbs/jk_2.jpg" align="none" border="0" vspace="5" hspace="15"></a><br></div><br>The logic sounded good, but oh how would I code the logic of finding the edge of a plane? Well the sdk provides the "traceline", so I can find the end point or point which hit the brush. However, I needed a way to get a hold of the surfaces of the brush for the trick to work. I went on a scavenger hunt in the sdk. Alas, my good friend Paul finds the very interfaces which I needed...behold the almighty functions and interfaces:<br>	<br><div style="text-align: center;">vplane.h<span style="text-decoration: underline;"> </span><br><a target="_blank" href="http://www.blackmesasource.com/bmcms/data/upimages/jk_3.jpg"><img alt="jk_3.jpg" src="http://www.blackmesasource.com/bmcms/data/upimages/thumbs/jk_3.jpg" align="none" border="0" vspace="5" hspace="15"></a><br></div>and <br><br><div style="text-align: center;">IengineTrace.h<br></div><div style="text-align: center;"><a target="_blank" href="http://www.blackmesasource.com/bmcms/data/upimages/jk_4.jpg"><img alt="jk_4.jpg" src="http://www.blackmesasource.com/bmcms/data/upimages/thumbs/jk_4.jpg" align="none" border="0" vspace="5" hspace="15"></a><br></div><br>With these bad boys I can achieve what I dreamed and have a crap load of roaches with only a small expense...just a quick note that if you notice that GetBrushInfo(...) returns a list of Vector4Ds. This includes the normal vector and the distance from the origin. I don't expect many to understand why this is without preexisting knowledge of plane/math logic. However, lets just say it lets us find the edge of the plane given a point where all the surface points close to the test point are calculated. In the picture below, the middle bottom circle is where the roach hit the brush, and the other three spots are points located on the other surfaces of the brush. Thus, I'm able to find the edges on the brush or surface, and scream with joy! Oh, and the texture you see or white dots are TEST/Development Textures which will be replaced in the final game. (Yes, the white dots are representing silly roaches)<br><br><div style="text-align: center;"><a target="_blank" href="http://www.blackmesasource.com/bmcms/data/upimages/jk_5.jpg"><img alt="jk_5.jpg" src="http://www.blackmesasource.com/bmcms/data/upimages/thumbs/jk_5.jpg" align="none" border="0" vspace="5" hspace="15"></a><br></div><br>Oh the shrill of having a ton of these guys running about on the map in an overwhelming number should bring plenty of fans screaming "ew!" or "cool!".<span style="text-decoration: underline;"><br><br></span><div style="text-align: left;"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/fMXbZbP7iwM&amp;hl=en&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/fMXbZbP7iwM&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></object><br>( The roaches seem to flicker when recording with fraps )<br></div><br>Oh, you can step on them and shoot them....<br><br>The sdk can provide some useful features to help get the job done while other times not so much. As in the case with the flying npcs in the sdk (specifically the scanner) where valve wrote code which deviated away from their usual organized ways. You see, most of the hl2 NPCS use a class called AiNavigator to, as the name implies, navigate through the world by selected nav paths. Now there is code inside the navigator to handle flying AI and valve uses a part of it for the scanners. However, valve decided to just code in how the scanners fly in the NPC classes itself rather then let the AINavigator handle all of it. A little odd, though I can understand for the reason of having each flying NPC handle its own way of flying a bit easier then having to mess with the navigator. Valve's basefly class works great, but considering we want our flying AI to be pretty bad ass, more interesting, and not to mention more cleaner code, we needed a revision...<br><br>So instead of using valves flying code, we wrote a our own class to handle the movement for the Alien Controller, Ichthyosaur, Leach, Osprey, Apache, &amp; so on. With an all new fly class we where able to control how we wanted each of these npcs to move through the air and attack. You will find a video below demonstrating the work in progress controller movement with his attacks disabled. As you can see, the controller will be constantly moving around the player to keep the player on his toes. Also, you can note how his hands, feet, and body react toward the direction of flight and speed - he also blends his angles (slightly buggy, but remember its work in progress....). Anyway, the sdk is great with somethings, and other things its a load of blop. Though its what we are using and so we will push it to its limits and carry on kicking ass....<span style="text-decoration: underline;"></span><br><br><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/KbwWV_aO1is&amp;hl=en&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/KbwWV_aO1is&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></object><br><br><span style="text-decoration: underline;"></span>Please note that you may see his hands twitch every now and then, this is due to the controller trying to attack. <br>Since his attack fails ( as I disabled his attacks for the video ) he twitches. <br>]]></description>
<guid isPermaLink="false">1218003434</guid>
<pubDate>Wed, 06 Aug 2008 02:17:14 -0400</pubDate>
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<title><![CDATA[sneak peek time whaaaaat]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1213724822&amp;archive=</link>
<description><![CDATA[
we're working our butts off. thats right, butts. <img src="http://www.blackmesasource.com/bmcms/data/emoticons/wink.gif"><br><br><br>  <img alt="bm_teaseframe_02.jpg" src="http://www.blackmesasource.com/bmcms/data/upimages/bm_teaseframe_02.jpg" vspace="5" align="none" border="0" hspace="15">]]></description>
<guid isPermaLink="false">1213724822</guid>
<pubDate>Tue, 17 Jun 2008 13:47:02 -0400</pubDate>
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<title><![CDATA[The Dam – Texture Alignment 101]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1212988235&amp;archive=</link>
<description><![CDATA[
The article intended for this week has been postponed due to technical issues, not that any of you knew what it should be, but vague hints must be extended to imply future dates instead. And anyone who doesn&#8217;t know what I&#8217;m talking about just smile and nod as I&#8217;m going to move onto some of the fundamentals of Texture Alignment.<br><br>So the first thing to address is why bother, why should texture alignment even be an issue. You&#8217;ve got the texture right and you&#8217;ve got it on the wall so you&#8217;re done, wrong. Proper texture alignment really is nothing more than a detail and polished but it&#8217;s the kind of detail and polish that makes the difference to a finished product. Let me show you a room made by someone who doesn&#8217;t do any texture alignment compared to someone who does everything needed. As seen below the difference in spending the 15 second to align the textures makes a world of difference. The area still looks low quality but that&#8217;s just due to lack of detail what&#8217;s there looks infinitely better and that&#8217;s why you should spend time aligning textures.<br><a href="http://members.shaw.ca/dvdgillen/BMS/Dam_TexAlign.jpg" target="_blank">http://members.shaw.ca/dvdgillen/BMS/Dam_TexAlign.jpg</a><br><br>So there are some essential things when it comes to texture alignment, and pretty much every single last one is found in the Face Edit Panel, (The multi colored cube on the left, the one you really should know by now). Realistically their all self explanatory fit, stretches a texture to fit, L makes the textures left edge align to the edge of the brush, rotation rotates the texture. It all applies to texture alignment. The only tool valve is hiding form you is one of the best. Alt + Right Click. When you have a face selected Right clicking will apply all its attributes, when holding down Alt it will apply all the attributes and also align the texture so that it matches up with the other texture to looks seamless. In the previous picture you can see how the texture looks continuous round the corner, that&#8217;s what the Alt + Right Click did. As you can see a valuable time saver to align textures, the only drawback it has is that it creates a custom texture projection direction.<br><br>Now the term &#8220;Texture Projection direction&#8221; Is probably one most people haven&#8217;t heard of and when they figure out what I&#8217;m talking about they&#8217;ll probably realize they didn&#8217;t know what to call it before then. There are 2 default projections, World and Face. The world projection means that the texture is lined up in the X Y or Z axis and then just put onto the face. Think about it like a projector. If both are lined up neatly you get a nice square; however, if you slope the screen then the image looks stretched. The same thing happens to the textures in Hammer, it even goes so far as projecting on the back of the screen sometimes. The Face projection ALWAYS aligns the projector and screen up properly. So no matter what way you rotate the screen it&#8217;s projected from the right angle, so text is never backwards and the image is never stretched. To World is useful when you wish to keep things lined up, for example a concrete floor that has several rises and falls that needs to look continuous. When aligning toFace the slight slopes in the edges would show up as the textures slowly become misaligned. But a toWorld projection means that while they are technically stretched that they will still line up. Displacements take the base projection of a face then map a vertex onto that layout. So you should always align your faces properly before displacing them. Below is an example picture of what the difference is between toWorld and toFace.<br><a href="http://members.shaw.ca/dvdgillen/BMS/Dam_FaceWorld.jpg" target="_blank">http://members.shaw.ca/dvdgillen/BMS/Dam_FaceWorld.jpg</a><br><br>So really let&#8217;s address the biggest point of texture alignment, and that&#8217;s what we&#8217;re aligning it to. Alignment is all about the edge of the brush and the transition to the next brush/face/texture. A texture with no discernable edges or details cannot really be aligned because doing so serves no purpose; however, add an adjacent face with the same texture and they should be aligned to each other for appearances sake. When a texture has a trim for the top and bottom, align the bottom of the texture to the floor and the top to the wall. If the rooms too high then use a version without trim or make the wall out of several brushes for each section of trim with top/middle/bottom textures. If you&#8217;re using a tile on the floor, align it so the tiles line up with the walls. If you have a metal edge around something pick a metal that has a pronounced ridge and align that all the way round the edge. Take the time and make sure that the edges of the texture make sense with what you&#8217;re aligning them to, don&#8217;t simply slap on a texture and call it done. There will be more specifics on alignment in the higher classes of texture alignment. Class dismissed.]]></description>
<guid isPermaLink="false">1212988235</guid>
<pubDate>Mon, 09 Jun 2008 01:10:35 -0400</pubDate>
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<title><![CDATA[The Dam – Clean Breaks]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1212374016&amp;archive=</link>
<description><![CDATA[
This Week I&#8217;ve got absolutely nothing of interest or irrelevance to say beyond the blog itself so lets get down the fine art of breaking things.<br><br>Firstly we&#8217;ll deal with the most common type of destroyed objects, pre broken environments. They were like that when you got there, honest. Now there&#8217;s several ways to achieve a pre broken environment with Brushwork, Models, Displacements and various other smaller effects.<br><br>The oldest version of broken objects comes from brushwork; this used to be done back in the GoldSource days and is usually used by those who don&#8217;t know any better. The results often take more work than should be needed and look sub par in today&#8217;s graphics world; however there are a few times when it&#8217;s required.<br><br>With the appearance of source models became a much bigger part of broken environments, models themselves were allowed to break and shatter creating interesting and detail destruction of props, also props like broken walls existed with a perfect premade hole, so long as the texture matched what you were making. While speeding the process up dramatically the problem with the models became their appropriateness as often you would have to design the scene around the model and make it fit so you don&#8217;t have problems. This and the prefabricated look of the models is why I put all my weight behind Displacements as the way to do destroyed environments.<br><br>In order to displacements you first build the brushwork to mark the hole, and then establish the quadrilaterals you need to displace and displace. The fine adjust displacements allow will let you create and interesting broken edge to any shape and any texture you desire. Now Displacements aren&#8217;t without their problems Displacements have a nasty tendency to light annoyingly or incorrectly. Displacements smooth light and light from the vertices as I&#8217;ve mentioned before, this leaves them with an annoying tendency to pick up stray pieces of light and amplify the effect or to have smooth corners on what should be a harsh edge. To deal with the stray pieces of light a block light brush near the vertex can work wonders, to deal with smoothing problems you need to break the brush into multiple brushes and then adjust them a micron. To do that, hold down Alt to turn of grid snapping and scale the brush a tiny bit. The tiny bit will be enough to break the smoothing but not enough to visible show. If you are worried about it showing then you can always paint geometry on the vertex pulling it left and right and the other vertex will settle to a near identical position due to the way the soft edge works on paint geometry.<br><br>The last thing to help show broken objects is several minor effects. Things like decals have some concrete or plaster damage then can help out, overlays which show cracks can help when brushwork would be too much, dust and dirt in the area can add to the atmosphere of debris, and even having broken popes vent steam or drip water, broken electronics spark. The little touches to the already broken can go a long way to finishing the effect. Below is a picture of exactly how I employed displacements and a few other things to make a broken environment.<br><a href="http://members.shaw.ca/dvdgillen/BMS/Dam_boom.jpg" target="_blank">http://members.shaw.ca/dvdgillen/BMS/Dam_boom.jpg</a><br><br>I&#8217;d of loved to of talked about dynamic breaking and letting a player see it but that&#8217;s useless without some form of animated video showing how it happens. Who knows what I&#8217;ll have for next week.]]></description>
<guid isPermaLink="false">1212374016</guid>
<pubDate>Sun, 01 Jun 2008 22:33:36 -0400</pubDate>
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<title><![CDATA[Back to the Basics - The Security Guard]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1211875245&amp;archive=</link>
<description><![CDATA[
      <p>The character of Barney Calhoun is, without a doubt, a staple of the Half-Life universe. His character represents the average Joe, the layman, the buddy character who will stick by your side thru thick and thin.&nbsp; However this character didn't have as specific an identity as in HL2 when HalfLife 1 came out, especially in terms of having an actual full name.&nbsp; His character is the amalgamation of all the numerous generic security guard NPCs you encountered in HL1, all having the same simplistic appearance and stereotype, with his "name" being lovingly derived from the filename of the original NPC model.</p><p><br> </p> <p>Now that "Black Mesa" was coming into existance, and "Barney" is now a specific character, Barney Calhoun, it was time to go back to that basic buddy stereotype that everyone fell in love with and pay homage to it, with perhaps a few differences here and there in order to differentiate the "Black Mesa" security guards from the "Barneys" of HL1, and of course, Barney Calhoun.&nbsp; But not so much to completely deviate from the original stereotype, as you can surely agree that a complete reinterpretation from scratch would be considered a sin.</p><p><br> </p> <p>So the question is, "what makes this character what it is?"&nbsp; When I look at the "Barneys" of HL1, I see the following traits:&nbsp; Loyal, laid back, a brother on the battlefield, however a tiny bit insecure.&nbsp; Because of this he tries at times to act a little macho in order to compensate, resulting in looking like a dork 1/3 of the time.&nbsp; In fact if given the choice, he'd probably head in the opposite direction (when no one's looking of course).&nbsp; However when called to duty, no one fights harder at your side.</p><p><br></p> <p>I find I relate to Barney Calhoun a good deal as I'm a laid back easy going person myself in real life with insecurities of my own, and the best characters are usually the ones that everyone can relate to on some level.&nbsp; I suppose the success of a fictional character is giving them the traits that make him/her interesting while balancing them out with those traits that one can relate to.&nbsp; I suspect this concept is what makes the character of Gordon Freeman fairly successful even though he is, for lack of better words, a blank state for players to inhabit.&nbsp; Despite this "vacant" personality, Gordon Freeman still has the set-in-stone traits that I think everyone would like to have; Health, vigour, atheleticism, friendliness(in terms of being approachable, cuz no one seems to ever be scared by the guy), and a strong sense of honor and comradery.</p><p><br></p> <p>Now while the security guards may share these traits to various degrees, I still had to ask myself, "well, what can I do put my own spin on this guard persona while keeping it familiar?&nbsp; The best answer I can give ya is that it sorta involves a little bit of method acting on my part. I&nbsp; try to imagine how I would react if I was this character, so in effect I'm incorporating a little bit of my own personality into it.&nbsp; At the same time I try to remember that certain lines will need that, well, "barney-ism" to it.&nbsp; Cuz, let's face it, some of those classic lines are hard to forget.&nbsp; It's definitely a balancing act.</p><p><br></p> <p>So it's fair to say that the end result's gonna be a 50% me/50% barney-ish type of deal.&nbsp; Hopefully the voice that comes out of this 25 year old North Carolinian's cakehole will do the part justice.</p><p><br></p> <p style="text-align: center;"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/gTsZWWK8iy8&amp;hl=en&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/gTsZWWK8iy8&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></object></p> <p><br></p><center><img src="http://img396.imageshack.us/img396/4953/dbg007bmsig2008asb4.jpg" alt="Image Hosted by ImageShack.us"></center>]]></description>
<guid isPermaLink="false">1211875245</guid>
<pubDate>Tue, 27 May 2008 04:00:45 -0400</pubDate>
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<title><![CDATA[The Dam – Shades of Grey]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1211786044&amp;archive=</link>
<description><![CDATA[
   <p class="MsoNormal">Last week was a long weekend, this and other factors has reminded my friends I&#8217;m very commitment free, and a friend with few commitments it always the guy you phone up to hang out with. That and general sloth made me think Monday was Sunday and before I realized what was going I&#8217;d blown last weeks deadline so hard that &lt;insert hooker joke here&gt;. But I digress, this week I&#8217;m going to be discussing lighting with source or more specifically light maps.</p>  <br>    <p class="MsoNormal">Like with anything technical words eventually spring up to define complex ideas and turn them into manageable ideas so I&#8217;m going to introduce you to the luxel. A luxel is at its heart a pixel of lighting information, I&#8217;m not sure where the U comes from but I think a luxel sounds better than a lixel. We all know pixels are colored and arranged and put together to form an image, higher resolutions means more definition and clearer boo&#8230; pictures, the same applies to luxels. Source has what it calls &#8220;light maps&#8221; these represent the luxels on a given surface; the light map grid controls the size of the luxel in units. One luxel is by default 16 units square. There are advantages to certain properties of a light map.</p><p class="MsoNormal"><br></p>    <p class="MsoNormal">Adjusting your luxel size does a few things so to save complex sentences.<br>Luxel size – Down<br>File Size – Up<br>Compile Time – Up<br>Texture Memory – Up<br>FPS – N/A<br>Looks – Up<br>And vice versa, increasing your light map size has its drawbacks, and from that it&#8217;s best to work a bit of give and take. For anywhere you increase the light map you&#8217;re probably best decreasing it somewhere else otherwise your VRAD is going to take forever to make a gigantic map files that only people with lots of memory can play without fps issues (using too much texture memory on computers with low RAM will slow them down ); however, the change in quality is apparent below.<br><o:p>&nbsp;</o:p><a href="http://members.shaw.ca/dvdgillen/BMS/Dam_Lmap.jpg" target="_blank">http://members.shaw.ca/dvdgillen/BMS/Dam_Lmap.jpg</a></p><p class="MsoNormal"><o:p><br></o:p><br>There&#8217;s only 2 relevant tools for adjusting light maps, the first the light map grid size in the top right of the face edit dialog. The other is the light map grid 3D view. The basic rules I use for light map optimization goes that any face that doesn&#8217;t receive light (no draw, trigger, etc) gets a light map of 1024, so it&#8217;s easy to identify. Then every other visible face gets a light map of 32. This means the entire map is usually a bit smaller and a bit faster to compile and that I can usually increase light maps at need in the rest of the level. Anything that gets indirect lighting but is still relatively close to a light like the floor or ceiling above a light gets a light map of 16. Anything that has an obvious shape of light or has light directly cast on it form a short distance gets a value of 8. This usually keeps things clean looking and retains the form of the light. Then anything lower is only ever set from the need for a more defined shadow or wanting to have a shape to it. I&#8217;m sure you&#8217;ve all seen Raminator&#8217;s excellent work with low light map scales in Blast pit.</p><p class="MsoNormal"><br><o:p></o:p></p><p class="MsoNormal"><o:p></o:p>Lastly I&#8217;ll leave you with an example of some light map optimization I&#8217;ve talked about before with pictures as practical examples are often best. In the picture below one side shows the in-game compiled version and the other side shows the light maps as displayed in Hammer. The light map view is easy to access: left click on the word Camera in the top left of your 3D view, and from the drop down select 3D Light map Grid. In this view, yellow faces have smaller than default scales, white faces are at the default and blue are larger. The hallway we are looking at has wall mounted lights and a few ceiling lights as well. In the picture it's clear to see where the light map scale has been increased and decreased. The front of the pillar has an increased light map because of the light source on its face, to catch all the detail. This is not such a major problem as the pillar is a small thin face and the only area with a lower scale. The floor and a few of the walls along the edge have been scaled up, as looking at the in-game rendering little to no detail or change is seen in the light map; they are excellent candidates, the floor especially so with its large size. The other faces have been left at the default resolution as they all have some play of shadows or changes in brightness. While not detailed or essential enough to warrant a smaller scale, increasing the scale would only serve to create poor looking lighting as the lack of detail would show.<br><a href="http://members.shaw.ca/dvdgillen/BMS/Dam_LUse.jpg" target="_blank">http://members.shaw.ca/dvdgillen/BMS/Dam_LUse.jpg</a><br></p><p class="MsoNormal"><br></p><p class="MsoNormal">Apologies for the lack of original content to this blog; however, I believe some blog is better than no blog and I would not like to disappoint twice in a row.</p>]]></description>
<guid isPermaLink="false">1211786044</guid>
<pubDate>Mon, 26 May 2008 03:14:04 -0400</pubDate>
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<title><![CDATA[The Dam – E-1337ism]]></title>
<link>http://www.blackmesasource.com/index.php?subaction=showfull&amp;id=1210555552&amp;archive=</link>
<description><![CDATA[
Firstly a big hello to ModDB, I&#8217;ve recently taken up an account there and will be duplicating my &#8220;The Dam&#8221; articles over on my personal blog there. This is firstly for my own personal sense of exposure and also to give the blogs somewhere to go when we faithfully release BM, and please, don&#8217;t try to construe the fact that BM is close to release from this. I signed up as a way to help team members deal with a spam problem I won&#8217;t go into and duplicating the blog seemed prudent, you&#8217;ll know when the mod is close to release. I intend to duplicate over my backlog of blogs from the Black Mesa Dev blog when it seems appropriate, but onto the controversial topic at hand, Eltism in the development scene.<br><br>The first thing at hand is to deal with your doubts that it exists in the first place and trust me its there. I won&#8217;t use names because then I&#8217;ll be insulting some scene&#8217;s and praising others before I tear them down to so I&#8217;m not going to name names, but there are websites that carry reputations. On more professional websites they&#8217;ve even been used as insults &#8220;Man tell that guy to go back to XXXXX&#8221;, &#8220;At YYYYY we expect high quality stuff, if your posting this you&#8217;d be best of at ZZZZZ&#8221;, or even &#8220;----ing AAAAA n00bs&#8221;. I&#8217;ve seen these in chats rooms and I&#8217;ve seen them in forum posts. There&#8217;s a general attitude that&#8217;s reached by those with skill that they don&#8217;t have time for those without and I&#8217;m here to call everyone one of you out and say shove it up your ---.<br><br>The great John Gabriel&#8217;s internet equation goes that<br>Normal People + Anonymity + an Audience = Total retard<br>However, this fails to take into account one major factor that modders love to swing around, their E-Rooster (k, follow? puns trying to keep it family friendly). With their E-Rooster at stake every person likes to prove how totally frigging awesome his Rooster is and this leads to an on going competition with no end in sight and no real score board to brag with. With no clear top dog there develops cliques of those who by measure of their rooster are better than everyone else, and thus starts the problem. Those who consider themselves better have 2 ways of dealing with it<br>1 – By building people up, offering help and advice to get the people where they need to be so that the entire community as a whole profits from better developed mods and extra content.<br>2 – Ridiculing those who don&#8217;t match you standards and directing them to the clique you think they belong to and relegating them there while constantly pointing out which clique you&#8217;re in.<br>So what do these Cliques resolve to in our modern world? Mainly it ends up being the websites I mentioned earlier. Being a part of a website or a community sets you inside that Clique of people and all the expectations thereof.<br><br>Now to a degree this is human nature, people love to be in charge and on top, but there are the 2 ways I mentioned to do that, the type 1&#8217;s and the type 2&#8217;s. What this blog is, is nothing more than a challenge to every single last 2&#8217;s who care about their rooster like it&#8217;s the only thing, to try being 1&#8217;s who build their community. Now people will argue it&#8217;s always been that way and it won&#8217;t ever change and I bring you to a lesson of history.<br><br>Anyone who did modding back in the days of things like GoldSource knew websites for prefabs/models, friends who would do them favors, mutual content swapping, and availability was rampant, this was a community of 1&#8217;s, people that shared their skill and advice and made it available for all. Nowadays most content websites are dead or cost you money, there&#8217;s no longer that willingness to share and there&#8217;s a desperate cling to your content and your content alone to deny others form having it because it&#8217;s your content. This no longer sounds like 1&#8217;s, it&#8217;s nothing but 2&#8217;s with the dream of breaking into the industry while viewing everyone as competition rather than an ally.<br><br>We all have things to share and learn, all I want to say is those so desperate to prove how much better they are than everyone need to stop and help others else they ruin it for everyone else, people should not be ridiculed or put down because they aren&#8217;t as good as you, instead you should show them what your doing that makes your work better so they can make better work too, that&#8217;s a far better example than a screenshot that looks like it should be from a professional studio.]]></description>
<guid isPermaLink="false">1210555552</guid>
<pubDate>Sun, 11 May 2008 21:25:52 -0400</pubDate>
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