Yes it deserves its own thread.
The Zero Point Energy Field Manipulator. A complete remodel to the best of my ability of Half Life’s most iconic weapon next to the crowbar.
Modeled, textured, and bastardized until it worked in every engine branch over the course of 114 days.
Partially because I wanted at least one recreation of this gun to look pretty. Partially to prove a point.
Originally authored for physically based rendering. Converted to the most recent format of pseudo-pbr in Source.
The engine is not supposed to do what this fucking gun makes it do. The vmt alone are practically a novel in of themselves with not one unnecessary parameter. And they are just a small part of how it was put together.
A technical breakdown of just how exactly everything works in every version will be written within a few weeks. When that is done I will post it here. And it will be massive. There is just that much going on.
It will also be paired with a tutorial on pseudo-pbr 29, as well as pseudo-pbr 28γ for garrysmod and other source branches.
And of course. The source files for the model as I had promised.
Sfm Variant:
Includes both view and world models in every variation. All 12 of them. For further details of what each does refer to workshop description. And please for the love of god listen to it.
Running pseudo-pbr method 29. It is also the most unreasonably complex model I have seen in source to date. It is fancy but very expensive to render. Do not use this if your gpu is older than 2010. 2012 and up recommended.
Does not work with integrated graphics. A gpu is required at minimum.
Half Life 2/Episodic Variant:
Arguably the best thing to come out of modelling this.
Running pseudo-pbr method 28γ. Relies almost entirely on the map for the quality of its appearance. Generally looks better in the episodes as compiled envmaps for some hl2 maps have issues with fog.
The coast in particular is pretty bad with this. Looks fine otherwise.
Optimized. Viewmodel can run on hardware from 2007 onward.
Compatible with integrated graphics. Although the worldmodel will have issues.
No workshop exist. Manual download and install required. Place in \Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\custom
Will automatically apply to any episodes. No need for duplicates on your drive.
Compatible with Half Life 2: Update
Known issue: The z-buffer for viewmodels is less precise near the edges of the map boundry for larger maps. Z-fighting will occur should you face the center of the map from the edge and there is nothing that can be done to fix it.
Garrysmod Variant:
The mean one. Golly I sure do love animating everything multiple times.
Especially when the physgun will just ignore them. I’m still not sure how the animations for that actually work because it sure as hell is not using mine.
In anycase a heavy alteration of its hl2 counterpart to be made compatible with the different viewmodel system. Also is set up to allow for player weapon tinting like the vanilla.
Chews up more memory than the default of course even with compression. Garrysmod is 32 bit. Can only load so much in memory. I don’t know what you’ll have loaded at a time but try and keep in mind this will reduce your limit.
Known issue: Refract does not operate properly on playerbound worldmodels for no reason. Works fine on props so what the hell.
Haven’t been able to solve it. Gave up.
Workshop Downloads:
Garrysmod
Source Filmmaker
Manual Downloads:
Half Life 2/Episodic
Garrysmod (legacy install)
Source Filmmaker
Source Files:
Highpoly (10,311,004 tri)
Lowpolys (View and World models. Unrigged)
Original Textures (Metallic PBR. Uncompressed colordepth)