• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
I haven't finished this, but the resounding conclusion I can already draw from it is that it's pretty graphically and artistically impressive while making you wish it wasn't. Those headcrab zombies... rrrr.
[QUOTE=Mr. Someguy;41302641]Would it be possible for you to bodygroup the hard hat (it's in props_junk) as a helmet?[/QUOTE] Put it as a separated bodygroup? Alright.
[QUOTE=Maestro Fenix;41308712]Put it as a separated bodygroup? Alright.[/QUOTE] Well I mean body-grouped as in how guards can come with or without their helmets, I was asking if it's possible for that to be done with the worker having a hard hat and being able to wear it.
[QUOTE=Mr. Someguy;41309193]Well I mean body-grouped as in how guards can come with or without their helmets, I was asking if it's possible for that to be done with the worker having a hard hat and being able to wear it.[/QUOTE] Yeah, why not. The helmet is already bodygrouped, anyway. What I´m seeing is that I will not be able to get working the face flexes, since the mdldecompiler destroys it, and all the methods that the modelers use to get them to work fails to me. If only we have a decent model decompiler...
[thumb]http://cloud.steampowered.com/ugc/920141495580624108/508D5DF877FB235F6799F718D0B556D464C91EC4/[/thumb] [url]https://dl.dropboxusercontent.com/u/22291026/Fixed%20BMS%20DX8%20eyes.zip[/url] Here are those fixed DX8 eye thingys I mentioned. I'll upload them to Gamebanana later so that they're mirrored.
Is taking more time than I thought in order to bring back to Impetuous the model: [img]http://i.imgur.com/QgDBv5I.png[/img] [img]http://i.imgur.com/cmrIzkd.png[/img] Problems that I´m finding: The model has more polys when doesn´t use a bodygroup. I´m looking into it, since is probable that I messed something (mdldecompiler makes a mess with them, forcing you to spend your time moving and deleting lines). Jigglebones. I´m unable to get them to work properly since apparently it collides with the phymodel. I´ll have to make longer the bone in order to avoid this. Face flexes. As I warned on the previous post, mdldecompiler doesn´t decompile right them, and I never was able to get them back to work (unless the head is the male_05?, which their QC is on a SDK folder). (In case someone knows how to repair them, please tell it to me, is the last thing that I have to learn. The most that I got working has been blinking eyes). And the best of all is that from three days ago GuiStudioMdl starts failing me with the "The registry is in use by another process" error, forcing me restarting Steam every 5 minutes. Aside of those problems, is done. It has been put on a separate bodygroup, made their UVmap, and since I feel generous, made a (shit) 512x512 texture to complete it (search a 2D artist and remplace it, please).
Nice use of the old ID card texture there, looks a little large but it can get away with it on that hi-vis uniform.
Heh, Class D...
I just think his hand it's way too big
Just a little teaser ;) [IMG]http://i44.tinypic.com/raavz7.jpg[/IMG]
I can't see a damn thing.
Its a dark area but you can see fine while playing.
[IMG]http://i.imgur.com/6G2Xcek.png[/IMG] Thank you LuckyLurker for giving me the fixed BMS face flexes. The other two problems should be fixed today.
[QUOTE=Maestro Fenix;41323722]pic Thank you LuckyLurker for giving me the fixed BMS face flexes. The other two problems should be fixed today.[/QUOTE] That's looking very good! If everything goes well, we might have a chance to get it into the OAR: Uncut mod. I also made an office worker model that TextFAMGUY1 can use if he wishes to: [t]http://i.imgur.com/JGNvrQ7.jpg[/t] [t]http://i.imgur.com/HHlgHRy.jpg[/t] Inspired by the scrapped office worker from Black Mesa, seen in this WIP screenshot: [url]http://wiki.blackmesasource.com/images//c/c3/03-c1a2_release12_002.jpg[/url] edit: I'm releasing this for you guys to play with. To resemble an office worker, just disable all bodygroups except for the tie. Download Link: [url]http://www.mediafire.com/download/o8pl690iv18b7r3/BMS_Office_Worker.zip[/url]
Ha, you two did some pretty amazing work. Does the office guy still have heavy boots? I was gonna suggest get someone to do the guard top with scientist shoes / pants. Also Maestro Fenix, could you cut that ID card down to about half that size? It looks comically large. ID Cards are usually about the size of a credit card or drivers license, which are all sized so they can fit in wallets and be carried with each other.
[QUOTE=Mr. Someguy;41324389]ID card down to about half that size? It looks comically large. ID Cards are usually about the size of a credit card or drivers license, which are all sized so they can fit in wallets and be carried with each other.[/QUOTE] Well, I did it looking at the original size that the HIT/Romka models has, but yeah, I can reduce their size in a blink of eye.
Ah, you could take a look at the HL1 HD models on the overwiki if you need scale. That's not really needed though, like I said, just make it credit card sized and it'll be great. Only thing is you might wanna tone the texture down a bit on the face so you can't make out the tiny details. It'd be odd to see the ID and the face not match :v: I was thinking of having a go at doing a more 'janitor' style worker later, like ol' Gus down there. But I can only do recolours, which make the textures look like recolours (obviously) and thus not great by Text's standards. Ah well. [img]http://combineoverwiki.net/images/8/8e/Forklift_bm.jpg[/img]
The texture is just for having something done, since I don´t know how to solve that problem with the different skins that has the model (maybe something like a damaged photo/dirt over the photo?). Anyway, I´ll pack the TGA that contains the UVmap indicators, so an expert 2D artist will be able to do a decent texture. I think that it´s time of having a real HD model of Gus, since the "HD" model that some packs has is only a retexture.
[img]http://i.imgur.com/UIFWjsj.png[/img] It´s done. Made the ID card smaller and jiggleboned it.
[b]Super Black Mesa Uncut Dev Team Go!!![/b]
[QUOTE=Kyle v2;41334178][b]Super Black Mesa Uncut Dev Team Go!!![/b][/QUOTE] Rollout!! Also, what´s happening with Facepunch? It becames offline very often.
[QUOTE=Maestro Fenix;41335605]Rollout!! Also, what´s happening with Facepunch? It becames offline very often.[/QUOTE] Garry banned 1500 cheaters in gmod. One or more of 'em got buttmad.
I don't suppose anyone has this mod? Download link doesn't work anymore and Foda doesn't respond to my PMs. I really want those muzzleflashes :/ [quote=Foda]anyone is having any problems with smoke particle effects, I've made a fix that optimizes many effects dealing with smoke. Additionally, it makes the muzzleflashes less silly: [URL]http://filesmelt.com/dl/fix.7z[/URL] They all sorta now look like this now: [IMG]http://filesmelt.com/dl/better11.png[/IMG] [IMG]http://filesmelt.com/dl/newewrafs.png[/IMG] Edit: If you don't like the new muzzleflashes, but want the optimized smoke, don't copy any of the particles starting with "weapon"[/quote]
mmmm that reminds me, i should finish my BMS particles and release them
[QUOTE=Proj3ct_ZeRo;41321476]Just a little teaser ;) [IMG]http://i44.tinypic.com/raavz7.jpg[/IMG][/QUOTE] Is this from Guard Shift?
Nah its Black Duty.
Middle-Existence: Azure Relay
-snip-
We're releasing the construction worker model for anyone to use or improve on. In the file are the model and textures, as well as the files Maestro needed to compile the model with the ID card. No major changes from me. I've improved the strap's bumpmaps (now it actually looks popped up) and I also added a reflective strip on his back to make it look less plain, inspired by Mr. Someguy's model. [t]http://i.imgur.com/pjehmEY.jpg[/t] Download link: [url]http://www.mediafire.com/download/og2twm2euxjmmpc/BMS_Construction_Worker(2).zip[/url] Thanks to everyone who participated. It's been a fun little project. :)
Upload it to FPSBanana, the people there will love to see again a classic model.
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