HECU splitter camo?

the HECU are trained encase places like black mesa go rouge.

https://combineoverwiki.net/wiki/PCV

They used it in Half-Life, not just Op4

You know what? Does it really matter? Different people have their different takes on the Half-Life universe. Some things haven’t really been confirmed or denied by Valve yet, so people look at it how they want.

You want to say PCVs were in Half-Life? Great, there isn’t anything which says otherwise. You want to say they weren’t? That’s fine too, there isn’t a thing in Half-Life which says they were the same thing. In Black Mesa, they don’t wear a PCV. But you can technically just use your imagination and say that’s a PCV with a more modern design. There’s nothing saying otherwise which I noticed.

Back to the topic at hand now. I’m just going to go ahead and do the skin. I had very minimum luck with the models. Most of the new animations were there and working beautifully, but others came out with a very messy model. But if I was more experienced with this stuff I could have got it working 100%.

the only reason information on the hecu grunts is so jumbled is this, valve aren’t shure weather or not to make op4 cannon so anything that can be cannon from that is and isn’t till they reside.

any way on topic, the looks of the hecu from hl where out of date while some people might like a change its really doesn’t mater its all up to personal taste.

Well, this is what I put together in a couple of minutes. I think I may have tried too hard to keep the old geometry there.

It looks pretty good but try to make it a little less blurry.

Double the resolution of the texture, works better.

Well, I haven’t doubled the texture resolution, but I made it a little less blurry. It’s about as blurry as the default texture, which is what I want. I don’t know, I’m not really into the whole giant texture map thing, but maybe I’m thinking too modern. Source 2007 doesn’t have all the fancy shaders and stuff that lets you get away with small texture maps.


I made the gloves smooth and shiny to replicate the ones from Half-Life.


The shine is entirely phong-based. The base texture is just a blurry mess.

I also began to work on trying to make the armor look more like it was in Half-Life, but I’m not liking the results. I still have the files backed up with the default armor though.

Just a random muse on the topic of PCV’s, I would have thought the QE ambush scene the perfect place for a cameo for them. The HECU grunts in that scene were tougher than the regular goons, would have made some sense.

The skin looks quite a bit better but try and make it a little less stretchy and don’t forget the pockets on the arm. Also are you going to reskin the helmet with the camo texture as well? I also see you’ve been playing around with the face creation system, I’ve been having fun playing around with it as well.

Yeah, I’m going to try to do the helmet as well.

That’s great also if you need an idea for the vest think of Romka’s Hecu reskins.

Alright, I got the helmets reworked. I made the gasmasks black instead of the default green, and changed the filter color. The lens look a tad bit thicker, and I used color controls to make it green. If you don’t want the green lens, just don’t install the VMT file. I also updated the vest texture a tad, it looks slightly less weird, but I still don’t think I’m completely satisfied.

The reskins look quite a bit better now.

Good job, really good job friend. I make some edits in my mask too. With your joint operation mod is working very good, try to edit the small details in the helmet, It makes all the difference.
Here the texture I use in “Marine”
Helmet: Looks like Opposing Force Helmet

Body:
Some symbols, USA flag patch, Hecu symbols.

And here in the “Barine”:
Helmet: Default BMS for now. I will try to use your new helmet camo texture with some edits with the default one, for more metal effect, of course if you allow, I just want to help

Body:
Alpha version, is not working really well, but the main idea is put a Hecu Symbol in the arm or a military patch

About your PCV recolor… well I think a recolor don’t work right, to make a good pcv the better choice is a model edit.

I have some ideas, understand that I’m not asking, I’m just suggesting, as it does not know anything about modeling , I only knew about textures.


And yes, I know it was kind of ugly way to explain this, but done in a hurry

Of course, feel free to do what you want. You know, I was going to work with M3Luckycharms to expand upon the pack, but I’m still waiting for him to get back to me on that.

Looks to be shaping up, but my advice would be to scale the shield down a tad and remove the “US Army.” Or at least move the Army thing to the pocket tab, scaling that down a bit as well.

But then you might not be able to read it either =/

Yes, I took those ideas into consideration before I started to just reskin, but Black Mesa’s model is a little strange. I get so many files with vague names after decompiling it that I don’t know what to touch and what to leave alone. I ended up getting the entirety of Romka’s model on Black Mesa animations with no textures.

As for the knee pads, I don’t really find them all that strange myself. They look to be based off of these:

I’m about as in the dark about modeling as you. The only time I worked with models and recompiling was in the goldsrc engine.

EDIT: Here’s the helmet I rudely forgot to put up for you.

You know, I hate to double post, but my previous one would be way too long if I didn’t.

I believe I got the Black Mesa style PCV down, it at least looks similar to the original HL model.



Also, while working on an updated Joint Operations pack, an idea struck me. This image teases the Joint Pack, and uses Black Ops because I found it odd how two lone HECU guys were just chillin so close to Black Ops yet so far from other HECU grunts. But that isn’t what I want to show. Behold… balaclavas!


I would make them cover the whole mouth, but the hgrunts open them pretty often and that would look weird. This also doesn’t affect the other faces at all. The grunts here use a different folder of faces to pull from. Faces not in a balaclava are redirected to the standard pool of faces to keep file size down.

That is really awesome maybe this could be a way to re-add the balaclava to the HECU.

Wow the attitudes of some of the people around here is disgusting.

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.