[b]Congrats to HECU Collective! ????????[/b]
It’s been [b]5 years[/b] since HECU Collective released the first chapter of their [b][i]Black Mesa: Blue Shift[/i][/b] mod. Watching their project (and team) grow over that time has been genuinely awesome, and the passion they’ve poured into bringing Barney Calhoun’s story to life continues to blow us away.
They’re celebrating the anniversary with two new videos, and you should absolutely give them a watch:
[previewyoutube="VeuwYUrjwjk;full"][/previewyoutube][previewyoutube="UrQnBK-dtRI;full"][/previewyoutube][b]What we’re working on for Black Mesa ????️[/b]
On our side, we’ve also been heads-down on an upcoming [b]Black Mesa[/b] update. Without turning this into a full patch breakdown just yet, here's what we’re actively working on:
[b]New Lighting Features[/b]
[list]Fixed CSM lighting on static props
Fixed baked lighting orientation on static props
Improved bounce lighting
Implemented outdoor lighting from HDR cubemaps (image based lighting)
[img src="https://clan.akamai.steamstatic.com/images/8672783/8386fda2ce826bf0e128bed23c051ea2d4fd3b44.gif"][/img]
(From Blue Shift)
[b]Parallax Cube Maps[/b]
[list]All cube maps can now be corrected for parallax
Instead of them floating in place, the appear to be grounded like a real reflection
[img src="https://clan.akamai.steamstatic.com/images/8672783/1d09133fdf9804d937ae78940509ba64c3244edc.gif"][/img]
(From Blue Shift)
[b]Optimization Updates[/b]
[list]Added more robust culling of assets not in view of the player
This improves the performance of the engine, without having to re-compile maps or optimize are (though we are working on some of that anyway).
[img src="https://clan.akamai.steamstatic.com/images/8672783/c0984a6cbfd56cdbff9d0748d31ca8181f3ac2c5.gif"][/img]
Check out the amazing news update from the Blue Shift team below for even more details on this new tech!
[b]Also, Black Mesa is discounted for the Steam Spring sale! ????????[/b]
Perfect time to grab a copy, and dive into Black Mesa: Blue Shift if you haven't yet.
