Importing HL2 Weapon Skins and models into Black Mesa?

EDIT (03:21 PM):

The blood seems to be specified in the .vmt file(s), I’ll try adding the section from a default BMS vmt to the imported one, then report back with the results (as usual).

EDIT (03:02 PM):

I was going to edit the image and add a marker to it, but I am pretty sure you’ll spot it on your own:

Looking at the ‘Mini-Crowbar’ - changing the fov value in the script file could “fix” things, at least temporarily.


I’d make a video about the (apparently) working animations, if my connection wasn’t going to choke 'n puke as soon as its workload reached a certain point, causing the entire connection to drop down to a minimum down- and up-rate… :frowning:


Could you specify “fix” in a little more detail?

If by “fix” you mean the HEV suit’s arms, then no - not really, they’re still cut off at a certain point (screenshot coming in a little while).


As for the animations, they seem to be working properly - could just be me imagining things, though.

put fov “54” this seems to fix it

This is the default HL2 source engine value

Did not see any weird arm effects at this 54 value

edit

To get this looking more Black Mesa and less half life 2 I think the HL2 model needs de-compiling and then re-compiling with a different camera position

This might also need checking out what the decompiled BMS crowbar Camera position is at

If it is the same then it is a fov value only

No progress on the blood so far, as it turns out - I failed by not having a backup of the materials folder - re-extracting now…


Since I can’t upload a video, I just made a (really choppy) animated .gif (it’s me spamming the screenshot key while holding the left mouse button, hah):

Removed the image tags, it’s a bit annoying having that picture jumping all over the place here (click this link for the image)…
Size: 1920x1080 resized to 512x288

This one’s not really the most optimal way to display animations, but it’s the only one I am able to make use of, right now.

I have this now too in BMS so check he previous post.

It looks like HL2 at 54 but it’s not right for BMS if you catch my drift

UPDATE*

The Camera needs dropping down and bringing forward on the HL2 Decomiled model and then recompiling In my opinion to make this work like the BMS models.

It’s all about the hand size… The Camera is not close enough or low enough to the V_hands in the rigged animation

So the camera needs bringing forward and down and apply the FOV “54” in the script after the recompiled HL2 crowbar model applying the BMS Textures or Alpha texture overlay skin

OK I think that an 8 bit alpha needs applying to the normal vtf skins to make them work as in BMS on the normal tagged VTF but I am not sure on this

Can this be done in studio compiler texture in VTF edit.

Or the straight swap might work too as it is the same .mdl in this case

The shotgun material will need 8 bit alpha applying in VTF edit?

*** 2nd Update***

It’s not the 8 bit alpha in the normal material vtf

Ok I think I found it!

$detail=effects/models/model_blood_red.vtf
$detail scale=5
$detailblend factor=0.0
$detailblendmode=0

proxies - ModelDetailFx

This needs to be added for the detail effects string on all VMT’s not VTF’s

Why the hell would you want to get the ugly HL2 weapons into Black Mesa?

Same Model Better animated but I am hoping for a friends help expand upon the crowbar when I can contact him to improve upon whats there animation wise… Just getting to grips with how the weapon models work. Plan on using the same texture if possible but I deleted the texture files by mistake

Going through the steps is it interesting for you?

The aim of this eventually is to make the most awesome crowbar ever in a Half Life game along with some other stuff

Can you post us the files to that Shotgun? Either that or someone takes the BMS Shotgun and remodels it with the stock folded, I just prefer a folded stock, I think it’s awesome!
I would love a remodeled or reskinned BMS Crossbow too but I can’t find one anywhere, any ideas where to look fellas? I found this forum while searching for a new skin on the web.

I just don’t understand the point of importing the ugly low res unrealistic weapons from HL2 into black mesa…for most source games weapon models work the same lol.

i think that the shotgun animation from HL2 felt better than the one of BM,the same with the crowbar, Though the models port seems unnecesary.

We only need the animations, not the guns

https://gamebanana.com/skins/19062

Thats are high res textures, I’m talking about the HL2 weapons that we’re in the game.

Well sorry but I didnt find BMS hands that are all clumzy and bloated looking any better than hl2.

I think that work that Valve did with hands and weapon models and their anims. is in many times still better than what can be seen in other newer games, in sence of feeling.

Unrealistic? yes agreed: mp7 with semi automatic 20mm greandelauncher visualised as another 4.6×30mm barrel Is nonsence (Valve should have kept OICW) and yes Spas-12 has no 2 barrels, lower “tube” is oviously magazine. Crossbow cocks it self automaticly and etc.

Yes it is lowpoly and maybe lowres, in comparsion with BMS, but shiny texures and ton of polygons never ever in any game compensated for, blank noninteresting feeling of anims, or anathomical disproportions.

BMS did inovate, but not the same in all departements, it has Ultra quality sounds and awsome shaders, and high ploly models,and bazilion x bazilion texture resolution, but animations and some leveldesign are far back behind that AAA quality, therefor getting back to HL2 stuff is not nesecerly a bad thing.

I for example totally dont understand that ironsight tiral on 357 or their head bob, or angeling of view during strafing, or so detailed chargers on blank walls. Those things are un-needed inovations, which with several others, are driving BMS feel away from hl2 to entirly stand alone feeling. It doesnt feel like it belongs to hl family. its more like SIN source - in meaning of something cool but not half-life anymore

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.