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Props & Textures

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Category: Environment

Contents

  • 1 Overview
  • 2 Technical Details
  • 3 Props
    • 3.1 Unskinned Models & Wireframes
    • 3.2 Texturized Models
    • 3.3 Videos
  • 4 Textures

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

Example of Valve's self-shadowing bump mapping used in the mod.

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 Parallax Mapping to add more apparent depth to textures and surfaces, due to its comparable effects with low performance overhead. Parallax was experimented in the beginning of the mod development, but soon abandoned because it was not practical for its cost. [7]

Props

Unskinned Models & Wireframes

Set of nitrogen tanks. By Adrian Mugnieco.

Cryotank. By Adrian Mugnieco.

Overhead crane. By Adrian Mugnieco.

Moving platform. By Adrian Mugnieco.

Ford Crown Victoria. By Adrian Mugnieco.

Mazda 323. By Adrian Mugnieco.

The H.E.V. Suit Container model. By Alex Allen.

Military cot model. By Alex Allen.

The television 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 made for the chapter Blast Pit. By Frank Morel.

Silo liftmotor, high resolution model. By Jason Wells.

Silo liftmotor wireframe. By Jason Wells.

Electricity box wireframe. By Jason Wells.

A wireframe of the generator from the chapter Blast Pit. By Mark Foreman.

A wireframe of a door from the chapter Anomalous Materials. By Mark Foreman.

A view of the model with it's wireframe exposed. By Jason Wells.

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.

Silo liftmotor, another prop used in the same chapter. By Jason Wells.

Ditto. Another view.

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.

Military cot. By Alex Allen.

Television. By Alex Allen.

A render of a cremator. By Mark Foreman.

The drain consoles. By Mark Foreman.

The freezer props. By Mark Foreman.

A textured vending machine model.

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, used in the chapter Blast Pit. By Frank Morel.

Pipes for the chapter Blast Pit. By Frank Morel.

Curved pipes for the same chapter. By Frank Morel.

Composting towers made for the chapter Residue Processing [4]. By Frank Morel.

A render of the generator from the chapter Blast Pit. By Mark Foreman.

A render of a door from the chapter Anomalous Materials. By Mark Foreman.

Videos

 
Blowing up a Vending Machine (Alpha Gameplay).
 
Soda Machine (Alpha Gameplay).


 
The Anomalous Materials Spin-Sign (Alpha Gameplay).
 
Jiggly Plant!


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.

Ditto.

A full set of safety signs and vector shapes creted to mimic the OSHA/ANSI style of safety signage and symbology which is commonly seen in North America. This image shows a small selection of rectangular signs included with the set. By Spencer Rose.

Ditto.

A sample from a set of pipe markers. This was an exercise in fine detail - the Black Mesa levels feature many pipes of varying sizes and directions of travel, and these markers help to give pipe props and geometry a sense of purpose within their environment. 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.

Some of the other textures used in Power Up. 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.

The cremator textures. By Mark Foreman.

The drain consoles textures. By Mark Foreman.

Freezer props textures. By Mark Foreman.

Cargo crate textures. By Alex Allen.

Military cot textures. By Alex Allen.

Television textures. By Alex Allen.

Electricity box textures. By Jason Wells.

Laboratory server textures. By Jason Wells.

Silo liftmotor textures. By Jason Wells.

Silo shockspring. By Jason Wells.

The textures used for the Saguaro Cactus.

One of two texture sets used for the generator from the chapter Blast Pit. By Mark Foreman.

The second of two texture sets used for the generator from the chapter Blast Pit. By Mark Foreman.

One of two texture sets used for a door from the chapter Anomalous Materials. By Mark Foreman.

The second of two texture sets used for a door from the chapter Anomalous Materials. By Mark Foreman.


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