Props & Textures
Contents |
Overview
Various props and textures created by the team for the environments of Black Mesa.
The mod has over a thousand models, ranging from two polygons to twenty thousand. The texture resolution of these models vary according the object: from a single 16 x 16 texture sheet to several 4096 x 4096 ones [5].
Technical Details
All objects take advantage of Source's material rendering capabilities: diffuse, normal, specular, alpha transparency, self-illumination/color, Phong shading, DU/DV, and refraction [6].
Currently Black Mesa uses Valve's self-shadowing bump mapping instead of Parallax Mapping to add more apparent depth to textures and surfaces, due to its comparable effects with low performance overhead. Parallax mapping was experimented with in the beginning of the mods development, but was soon abandoned because it was not performance practical. [7]
Props
Unskinned Models & Wireframes
Set of nitrogen tanks. By Adrian Mugnieco.
The H.E.V. Suit Container model. By Alex Allen.
The wireframe of a cremator, used in the chapter Questionable Ethics. By Mark Foreman.
The Surface Tension drain consoles wireframe. By Mark Foreman.
The Office Complex freezer props wireframe. By Mark Foreman.
Rail tracks converted from brush DXF (created by Chris Horn) for the chapter Blast Pit. By Frank Morel.
Silo liftmotor, high resolution model. By Jason Wells.
A wireframe of a door from the chapter Anomalous Materials. By Mark Foreman.
The Crystal cart, by Adam Engels.
Texturized Models
The H.E.V. Suit Container. Texture by Bard Fleistad.
Render of a laboratory server, used in the chapter Anomalous Materials. Textures by Jason Wells.
Silo shockspring, used in the chapter On a Rail. By Jason Wells.
Render of an electricity box. By Jason Wells. It can be seen for example in the chapter Power Up.
The Lambda Core teleporter (model no longer being used).
Crates. By Pontus Ryman. A special undisclosed crate will give supplies but standard crates may contain either goodies, junk, or air (type regardless). [1]
Cargo crate. Textures by Alex Allen and model by Abe Robertson.
A render of a cremator. By Mark Foreman.
A set of saguaro cactus, made by Jason Wells. They aren't breakable [2] (they could be, but they were designed this way to prevent entdata overheads in the Source Engine's entity limits, spent elsewhere in the map [3]).
A joist, converted from brush DXF (by Chris Horn) used in the chapter Blast Pit. By Frank Morel.
Composting towers made for the chapter Residue Processing [4]. By Frank Morel.
Videos
Textures
An exit sign used in various chapters of the mod. By Spencer Rose.
A diamond road sign created as part of a set for topside chapters. By Spencer Rose.
Some textures made by Robert Yang for the chapter Anomalous Materials.
Two examples of textures used in the chapter Power Up, based on the original. By Kim Dahlgren.
A texture for the chapter Apprehension. By Mark Foreman.
A texture for the chapter Forget About Freeman. By Mark Foreman.
A texture for the chapter Lambda Core. By Mark Foreman.
A texture for the chapter Questionable Ethics. By Mark Foreman.

