• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
I really like it
[QUOTE=travis182;47826369]Hello guys! I redid the model CS GO FBI for BM Marine [URL="http://postimg.org/image/iejqv9c39/"][IMG]http://s18.postimg.org/iejqv9c39/hecu.jpg[/IMG][/URL], how to correct a mistake in the Crowbar Tools? - unknown weightlist 'weights_body_rot_z'[/QUOTE] That's awesome! [editline]28th May 2015[/editline] [QUOTE=coldroll5;47827462]That's awesome![/QUOTE] Someone should update this face creation system mod to work with the reitail version. [URL]http://blackmesa.gamebanana.com/skins/131282[/URL] [IMG]http://files.gamebanana.com/img/ss/srends/533680e9d005c.jpg[/IMG] [IMG]http://files.gamebanana.com/img/ss/skins/5405b7f34ad22.jpg[/IMG] [IMG]http://files.gamebanana.com/img/ss/skins/5405b808b1fce.jpg[/IMG] [IMG]http://files.gamebanana.com/img/ss/skins/5405b82e29086.jpg[/IMG] [IMG]http://files.gamebanana.com/img/ss/skins/5405b7d18dc36.jpg[/IMG] [IMG]http://files.gamebanana.com/img/ss/skins/5405b839de0a8.jpg[/IMG]
I know this is probably REALLY low priority (if it's on the list at all), but will Black Mesa have better gamepad support at some point? It's really weird how, to my knowledge, the controller only vibrates when you fire the RPG.
[QUOTE=Whatsinaname;47829650]I know this is probably REALLY low priority (if it's on the list at all), but will Black Mesa have better gamepad support at some point? It's really weird how, to my knowledge, the controller only vibrates when you fire the RPG.[/QUOTE] It take awhile for them to update the game pad settings since most people don't use them for fps games like Half-Life.
[QUOTE=Whatsinaname;47829650]I know this is probably REALLY low priority (if it's on the list at all), but will Black Mesa have better gamepad support at some point? It's really weird how, to my knowledge, the controller only vibrates when you fire the RPG.[/QUOTE] Yes, we have proper support on the horizon.
[QUOTE=coldroll5;47827462]Someone should update this face creation system mod to work with the reitail version. [URL]http://blackmesa.gamebanana.com/skins/131282[/URL][/QUOTE] I started on this roughly a week ago, it's pretty much ready now but I'm kinda waiting for the updates to the gib system because all the alternate skins are blowing up into the same default gibs.
I was able to get GCF to work. I didn't have one of the Microsoft patches they required. I spent all night manually comparing all the files from the retail and mod versions of Black Mesa, and renamed the ones that were different sizes: therefore newer models. When I ported the new models into Gmod however, they were either invisible entities, or lacked textures. Did I do something wrong again?
[QUOTE=adamsz;47831885]I was able to get GCF to work. I didn't have one of the Microsoft patches they required. I spent all night manually comparing all the files from the retail and mod versions of Black Mesa, and renamed the ones that were different sizes: therefore newer models. When I ported the new models into Gmod however, they were either invisible entities, or lacked textures. Did I do something wrong again?[/QUOTE] Check your .vmts or surface properties, that's where most of the problems come in, the mod had some invisible models due to the surface properties thing as well
Though you can probably get it to work with enough elbow grease, we use our own .mdl and .vtf format, as well as .bsp. There'll be incompatibilities somewhere. Most likely in the .vmts, as Renafox says. You may have to decompile and recompile the models using Crowbar.
So it seemed you fixed the Apache and the Assassins only to brake the Alien Grunts instead. On hard you can't be in their line of sight or in a general radius of them without going from 100hp and armor to instant death in under a second of their fire. They need their damage scaled back, along with much, much slower fire rate for their Hivehands.
[QUOTE=TextFAMGUY1;47831986] You may have to decompile and recompile the models using Crowbar.[/QUOTE] What's Crowbar?
Do submods for the free mod version work on the paid version, or are they too different now? I was looking at the Improvement pack and some of the mods that remodel/reanimate the weapons.
[QUOTE=adamsz;47836977]What's Crowbar?[/QUOTE]a decompiler/compiler program
[QUOTE=Xubs;47837157]some do, most do not. IIOPN's reanimation project does not, if that's what you're referring to. I have tried it with it, and as expected the changes are too numerous in BM for that pack to work anymore. anything heavily animation or script based, expect it to not work. If it's [I]just[/I] a model or texture, it probably can.[/QUOTE] Thanks. It's a shame a lot of it won't work, though the early access version doesn't need as much fixed. The mod had some cool ones I hope get ported over though, like that one someone linked earlier about NPC faces, and I think I've seen gameplay mods as well that tweak the balance.
I also miss the mod of the NPC faces, I had several skins of scientists I would like to move to this new version . And some security guards too, would be awesome in some areas the default BM guards and in Lambda complex this skin: [url]http://blackmesa.gamebanana.com/skins/139894[/url]
I really want this old walking animation back. Hopefully it will be recreated someday. [t]http://wiki.blackmesasource.com/images//b/be/Zombie_guard.jpg[/t] With the arms spread and not closed, like currently.
[QUOTE=adamsz;47831885]I was able to get GCF to work. I didn't have one of the Microsoft patches they required. I spent all night manually comparing all the files from the retail and mod versions of Black Mesa, and renamed the ones that were different sizes: therefore newer models. When I ported the new models into Gmod however, they were either invisible entities, or lacked textures. Did I do something wrong again?[/QUOTE] I have successfully ported all of the retail assets to Garry's Mod before. Please keep in mind that some shaders are not compatible with Gmods version of Source. Make sure in addition to extracting the models from bms_models_dir.vpk also extract the materials from bms_textures_dir.vpk and also bms_materials_dir.vpk [QUOTE=TextFAMGUY1;47831986]Though you can probably get it to work with enough elbow grease, we use our own .mdl and .vtf format, as well as .bsp. There'll be incompatibilities somewhere. Most likely in the .vmts, as Renafox says. You may have to decompile and recompile the models using Crowbar.[/QUOTE] Your vtf. version is compatible with Garry's Mod, your Models are fine but some shaders will not work in Garry's Mod.
[QUOTE=Antimuffin;47837833]I really want this old walking animation back. Hopefully it will be recreated someday. [t]http://wiki.blackmesasource.com/images//b/be/Zombie_guard.jpg[/t] With the arms spread and not closed, like currently.[/QUOTE] I don't think the Black mesa team will have enough time to do that but you might be able to find a talented animator who could do that. I was also a little bit disappointed that they didn't have animations like that in the final version.
[QUOTE=coldroll5;47840207]I don't think the Black mesa team will have enough time to do that but you might be able to find a talented animator who could do that. I was also a little bit disappointed that they didn't have animations like that in the final version.[/QUOTE] Uh it isn't the final version. The game is still WIP. Notice the big 'Early access' thing on the store page. They're working on things other along with Xen.
[QUOTE=Tuskin;47840260]Uh it isn't the final version. The game is still WIP. Notice the big 'Early access' thing on the store page. [/QUOTE] I'm just wondering why they cut it in the first place, because that animation already appeared in the 2008 trailer. I hope it returns someday.
[QUOTE=Tuskin;47840260]Uh it isn't the final version. The game is still WIP. Notice the big 'Early access' thing on the store page. They're working on things other along with Xen.[/QUOTE] They might put it back in later but I doubt it.
[QUOTE=coldroll5;47840638]They might put it back in later but I doubt it.[/QUOTE] Why do you doubt it?
[QUOTE=Tuskin;47840691]Why do you doubt it?[/QUOTE] Wouldn't it take alot of time just to change the zombie animations instead of working on Xen and multiplayer?
They're still making new props for the old maps. There are multiple team members, AFAIK not everyone is working on Xen all the time.
I was playing deathmatch, and I was doing [I]very[/I] well for myself, #2 out of 16 or so (I'm usually towards the bottom). And then the game crashed. I was stupid and closed the error message without making note of it.
Surprised that no one posted this yet: [t]http://embed.gyazo.com/f8b9528ad7ba1d2d731eb328ced72e58.png[/t] [t]http://embed.gyazo.com/27bd933fa5b94090723574ca9c7352e5.gif[/t] Shots from the [URL="http://forums.blackmesasource.com/index.php/Thread/28212-Black-Mesa-Deathmatch-XEN-map-W-I-P-IMG/"]Xen DM map thread[/URL] on the black mesa forums [sp]Reminder: not actually official content[/sp]
I think the model needs a bit more, connection, to the ground.
just got BM on steam the devs deserve every penny, and ill patiently wait for the early access updates and Xen ;)
The base of that xen light kinda looks like a toilet plunger
[QUOTE=Bloodshot12;47775940]There's a mod remaking the hazard course, i think they are even using the BM tram voice actress for Gina. Also I hope they add voice filters to the HECU. I love the new guy and I want to hear how his voice sounds with HL1-style filters and radio cracks. Actually I'm also curious how the new HECU VO would sound pitched down similar to HL1.[/QUOTE] I decided to upload this to the workshop, while we don't have an official version: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=452494566[/url]
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