Black Mesa: Blueshift

Don’t position the view model too close to his face, or else you will get something like this:
https://www.moddb.com/mods/blackmesasecurity/images/weve-got-a-little-problem-v2
Which makes Calhoun look like a retard.

Are you aware of / willing to use the office and construction worker models made by Impetuous and Maestro Fenix on Facepunch?

Well we make our own characters so I dont know if we have any use for those 2 particular models, they are nice though.

I just mentioned it because Text was going to use them, and I didn’t know if you intended to add service personnel or not. If you did, it’d make it consistent with his maps.

I think if consistency is to be focused on it should be with Black Mesa. Eventually the dissonance could get a little jarring.

So, no service personnel then? :frowning:

no service personnel.

Ah, that’s a big shame…

it’s just adding something for the sake of adding something. There’s not a HUGE need for them so no point.

I’ll just say what I said on FP, it’s just my reasoning. I don’t expect to change your mind (although that would be nice, ha)

but what good are they if they only show up in 1 or 2 places? There are also families at Black Mesa and children like Alyx, should I include them too just because it is implied in the original? (families that is :stuck_out_tongue: ).

^That.
It wouldn’t really be worth it, in my opinion. Like OC’s cut office workers. A neat detail, but only to be seen in one chapter is kinda silly.

You have a point as far as the Office Workers go. But for other workers, large parts of Blue Shift took place industrial areas. You have the canal segment, the renovation-in-progress outside the walled off teleportation labs, and last and largest of all there are the train yards.

Even still at the moment characters like that would all have to be generic_actors because we can’t add npcs that utilize the facial generation system.

Its just not something we are looking into adding at this time.

Oh, I didn’t even mean to have them as active characters, just what Text was gonna do and have them as dead bodies.

dead bodies that all have the same face? lol

Sorry for the late response, technical difficulties on my end (oh god I hope I fixed it).

Computer is behaving all kinds of weird this week, I can’t get the model loaded up in the model viewer to check for sure, but I assumed the model retained all it’s skins and faces.

And if it doesn’t, the texture sheet is still the same pattern as the guard model, so a hexed model (which is very easy to make, and I have one) would be the same thing, it just wouldn’t have the name tag on it.

example:

I know that’s how the originals were, but that looks ungodly eye-catching for a corpse, in my opinion.

Generally a workers uniform is meant to do that. It can be desaturated if it needs to be.

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.