I would assume since it isn’t on by default he probably didn’t, or he may not even know about it at all.
Shit, that would be pretty rad if he made a proper struggling animation.
I would assume since it isn’t on by default he probably didn’t, or he may not even know about it at all.
Shit, that would be pretty rad if he made a proper struggling animation.
Only spotted this today would be great if this would work with the particle pack…
I don’t know if the dude who is doing yhos reads this thread but i would love to see a crow bar idle anim of patting the crowbar into an empty left hand a couple of times…
They removed the left hand…
Yeah I know… But It would be good to put the left hand back for idle animation only not when he is swinging it about…
i.e idle left hand appears pats crow bar a couple of time into it back to normal…
Like I said not while you are using the crowbar totally agreed
Ah, got it, sorry
I hope he doesn’t mess up the Hivehand too badly
what’s to mess up? you dont even see the hands apart from the initial equip sequence, which he said he’s not going to tamper with
Oh, that’s good
MAybe a new idle animation?
Maybe he can pet it (like Adrien does with the Spore Launcher)
He already said he’s not changing the animation, just putting it on the new hands is all
Perfect…
re-downloading Black Mesa so I can tweak the original textures and the crowbar reanimations don’t really fit in with the game…they’re alright in HL2, but the left arms all wonky, but that’s just me rambling
Why do you find the crowbar aninmations not fitting?
He tried to remake the ones from the original HL1, he already said that he deleted the left hand form the animation.
If anything, the animation from Black Mesa is wonky,because it’s slightly off center, doesn’t go very far (although the crowbar has more range than the animation makes you think) and takes time to get used to.
Well it’s up on Gamebanana. Just tried it out, the animations are great but the hands and weapons are way too close to the screen making them look huge and blocky
Because the texture for the MP5 wasn’T finished,he changed it to an M4.
The MP5 comes later.
And about the weapon size,you can edit the viewmodel fov in the script files for the weapons.
Oh good. Is there any way to stop one sound from interrupting another? Like the shotgun for example, the pump sound for the shotgun is interrupting the shoot sound.
Cause it doesn’t seem like two sounds can play simultaneously, when it comes to first person weapon sounds.
^ noticed this, looks like a bug
somehow I only hear the sounds for shooting, not the reloads.
edit: nevermind didn’t see that bit wth the sound manifest.
What bugs me though is that he didn’t include the hivehand even though he said that.
You could use BM’s orignal shotgun shooting sounds,the don’T have that echo.
I already noticed some issues:
Found a solution to the shotgun sound problem, go to
sourcemods\BMS\scripts
And open
sound_weapon_spas12.txt
Find this
“weapon_SPAS.Pump”
{
“channel” “CHAN_WEAPON”
“volume” “VOL_NORM”
“soundlevel” “SNDLVL_NORM”
“wave” “weapons/SPAS/pump.wav”
Then change the CHAN_WEAPON to CHAN_ITEM and the pump sound wont override the shoot sound anymore
At last
Wow, wasn’t expecting this.
Now I can replay BM again
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.