Headcrab latch

This would be an awesome mechanic to re-add as a mod - maybe only for a select few headcrabs, so that it didn’t get annoying/boring.

exactly my thought…

Nice.

so I’ve finished black mesa yesterday with the latch cheat on and i have to say its a huge pain in the ass especially the office complex part where i got head humped 3 times in a row

Yeah, which is the reason why it (as someone else pointed out) should only be active with few select headcrabs (The first headcrab encounter comes to my mind, immediately post-RC in the corridors leading up to the control room)

Hmm, I got the texture to work when I was experimenting a bit, just copy and paste the two (2) texture files (.vmt and .vtf), you want to use as the screen-overlay (which’ll replace the checkerboard), into this archive (’\SteamApps\sourcemods\BMS\materials\dev’), then rename both files to:

hc_blur.vmt

and

hc_blur.vtf

Lastly, open up hc_blur.vmt in a text-editor and edit the path inside the quotation marks to…:

dev/hc_blur

…then save and close the file.


A working .vmt file (or the one I used) looks like this:

"Modulate"
{
	"$basetexture" "dev/hc_blur"
	"$translucent" "1"
	"$additive" "1"
}

Part of the .vmt file’s structure is from one of the materials (textures) the env_screenoverlay entity uses.


As far as I have seen, while playing with it for a bit a while ago, it appears to be working fairly decent, except for the fact that, once you got the headcrab off (after maniacally spamming the E key), you have to manually switch back to your weapon(s), since it switches to an empty weapon-slot, leaving you with no weapon in your hand(s).

You may try for yourselves, though. :slight_smile:


EDIT (01:07 PM): If you know how, you could try to open the .vtf file (hc_blur.vtf) and edit it so it’s simply a blank / transparent texture.

This would replace the pink and black checkerboard with a simple (fully) transparent overlay, leaving you only with the headcrab in your hands.

So some people don`t think because they think it would make game too hard and even frusturating. Then make it to work only on hard difficulty mode.

Anyway nice touch of realism.

Indeed, but I always wonder why Gordon didn’t wear a helmet :slight_smile:

He has a HEV suit on, but his head is not protected at all

Gonna do this later today, and try to fix the empty weapon slot.

I don’t think it would be much fun for the player to see 2 stripes up and under in their screen.

Republic Commando and such

They all have such a HUD

It’s not really an empty weapon slot, more like, once you threw the crab, the game does not re-draw the weapon from its holster.

Perhaps this could be solved by binding…

impulse 200

…to a key and using it after removing said Headcrab?

I thought it was a screen overlay

It is, what is the point of your question?


The talk about weapon-slots and such was about a mechanic, which appears to be missing, at this point.

Impulse 200 is for holstering you weapon, not the opposite.
https://developer.valvesoftware.com/wiki/Impulse
I always use it when making fan trailers for source mods :3

Well, according to the video from Gnosis it seems to throw it.There is also a model for it.
Though, since the checker bullshit occured since release, I’m still wondering what they we’re trying to do with the screenoverlay during development and scrapped it on a lazy way at the end.

EDIT:This is what I got so far.
https://www.dropbox.com/sh/s2rj4fnso1dx3ja/TsKtsfgU5M
Ignore the Hazard Course pictures though.
I’m gonna experiment a bit more with VTF edit to make it transparent.

Try using the exct same text from tools nodraw might work?

or better sorry try this first before nodraw…

Load glass/glasswindow_refract01 from HL2 and copy the text in this into the overlay used for the headcrab latch.

I think this is your best bet

https://www.youtube.com/watch?v=LVjaFo6esWw

I think the last one might work :smiley: .

any chance you can post the actual command?

I am wondering if this can be triggerable?

Someone noted previously a lack of scary headcrab momments… A suggestion was made in the area where the lift collapses into the water in unforseen consequences…Scripted sequence. Probably to happen before the lift falls into the water you are in.

I am of the thinking that this could be good spot for this to happen provided it is triggerable the once and have the headcrab hiding behind some sort of debris as the entrance is narrow enough to set this to occur here perhaps

this room at 16:56 in the video below

https://www.youtube.com/watch?v=SEx_QMpppFA

If there was a flag box that headcrab can latch in the entity…

Basically the lift would start it’s sequence on killing the headcrab

It’s now working, I’m using a bit red overlay so it has little effect, the red part is not that obvious so it’s fine for me.

Naturally finding it slightly hard to follow this; is the headcrab itself a dynamic model or just a static overlay?

The headcrab is a model but the background is overlayed.

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.