Black Mesa Classic Weapons

#265

So… how you guys doin´? :smiley:

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#266

I’m doing well.

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#267

Since we gotta wait another 7 months before we get this delightful looking weapons pack would it be possible to get some more screenshots? Maybe a vid or gif or two? I definitely get wanting to wait until the Xen release, it would suck putting all this work into it and then the update borks it immediately.

Although! I was under the impression that last year’s lightning update was the majority of the engine updates needed for Xen, and the Xen update itself would just be the levels finally integrated into the game. I’m probably wrong tho, who knows.

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#268

Are weapon pack its gona be realeae on steam or source mod ? Becouse i want to add pack to my original 2012 source mod version. I see the guy are very talented bring back nostalgia weapon im very happy of that. Can someone make hd zombie texture like this nostalgia

it looking so good remi.d me how half a creepy game. Before xen realease can someon workk with this i would be very happy

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#269

If you look in the picture it look like original half life zombie model. In black mesa looks very diferent and some people dont like how look zombie in black mesa. Arms and eyeball diferent. 1635898546

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#270

Look at hl1 creenshoot i see headrab eat all meat from head it only left skull, eyebrows, teeth. Arms very long it looks creepy more than black mesa so i just show look diferent in hl1 and. Bm I know how hard to make bm zombie too look lik hl1 style zombie, but maybe someon have experiece to make bm zombie like in hd scrreeenshot. I reely like black mesa, but i feel nostalgia.

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#271

I have to say again I think this looks fantastic all of it… Couple of things though I have thought about.

Is it possible to have Black Handle and Wood Handle choice of skin for Magnum?

I Agree with comment about the crowbar that although it is a good match to the original model it looks dis-functional for the actual prong part… So although you said you will be rigging to default animations which I think is fine apart from the crow bar animation. Something that really irked me all along has been the crow bar animation in Black Mesa. Is it possible to re-animate this similar to how the animation revamp did this (IIOPN) pack?

Perhaps the animation can be copied from or followed as a guide to make a better animation for the crowbar?

Thanks for reading and I really appreciate the work you have put in.

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#272

This new screenshoot whoat i found today from old hermit workshop tau cannon

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#273

Yeah, I was showing off an envmap bug that seems to happen in a few spots on that map:
brokemap
Not entirely sure what causes it, but the UP and DN faces from this sector don’t seem to draw for some reason. This map seems like it has some weird shenanigans going on, because there’s also spots where it draws upside down, in spite of perfectly functional normals

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#274

You did good job with clasic weapons. Perhaps could you work with clasic creatures i see hl1 style alien grunt only left zombies,vortingaunts and snark. But anyway good job clasic weapos looks awesome especially shotgun.

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#275

I’m actually not the one who made the weapons themselves. We’re a small team working on the pack. I just am the one who replies the most often.

I made the icons and most of the things that haven’t been shown off in the pack yet. Juniez made most of the weapons, Fewes made the hands, and Game Zombie’s doing fixes and rigging.

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#276

You with small team do amazing job i can imagin if you have big team and whoat capable with half life stuff. And i have qoueshion did clasic weapons have hl1 animations or black mesa weapons animations?

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#277

The plan currently is to use Black Mesa’s animations, slightly edited to fit the sizes of the weapons.

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#278

Okay shotgun black mesa realaud animation is perfect but doesnt have shooting animation like like hl1 and crowbar need remake animation to fast atack that make easy to kill enemy.

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#281

Have you thought about adding DSP Chamber Medium or some other DSP effect across the Board for your Mod no Matter what sound you use… This will give a more classic feel to the Audio effects.

Also something I found beneficial was disabling distance effects for explosions as it sort of ruins the impact.

Going truly Classic or an option to go full on classic.

The Issue in the Code is that of the Crowbar Code though and needing material Flesh sound and Material Metal and Normal Material Dirt etc… From What I can remember the Crowbar has always a Hit sound coupled with the material sound…It is impossible to recreate the “clang” of Metal on Metal without writing some code for that weapon. You can swap the Flesh Squish sound for a Thud but would need to add a sound and stipulate the Thud for Melle Hit.

scripts/game_sounds_weapons.txt

// weapon_crowbar.txt
“Weapon_Crowbar.Single”
{
“channel” “CHAN_WEAPON”
“volume” “0.55”
“soundlevel” “SNDLVL_105dB”
“pitch” “95,100”

"wave"			"weapons/iceaxe/iceaxe_swing1.wav"

}

“Weapon_Crowbar.Melee_Hit”
{
“channel” “CHAN_WEAPON”
“volume” “1.0”
“soundlevel” “SNDLVL_105dB”
“pitch” “98,102”

"rndwave"
{
	"wave"		"physics/flesh/flesh_impact_bullet3.wav"
	"wave"		"physics/flesh/flesh_impact_bullet4.wav"
	"wave"		"physics/flesh/flesh_impact_bullet5.wav"
}

}

“Weapon_Crowbar.Melee_HitWorld”
{
“channel” “CHAN_WEAPON”
“volume” “0.7”
“soundlevel” “SNDLVL_90dB”
“pitch” “90,120”

"rndwave"
{
	"wave"		"weapons/crowbar/crowbar_impact1.wav"
	"wave"		"weapons/crowbar/crowbar_impact2.wav"
}

}

If you Break this down you Have

Swing Miss
Hit Flesh (This could have the Thud actually Rather than Flesh Squish sound or both)
Hit World is your Clang but it is a subtle one it cannot be stipulated as far as I am aware for Hit material_metal to make the Big Clanging Sound which the original does as this was removed from HL2

I imagine the string Missing is…

“Weapon_Crowbar.Melee_HitMetal”
{
“channel” “CHAN_WEAPON”
“volume” “0.7”
“soundlevel” “SNDLVL_90dB”
“pitch” “90,120”

"rndwave"
{
	"wave"		"weapons/crowbar/crowbar_Clang1.wav"
	"wave"		"weapons/crowbar/crowbar_Clang2.wav"
}

}

Assuming it’s something you want to re-create they way the weapon works with sound. But I think perhaps the Weapon needs to have something written or code to call this Manifest “Weapon_Crowbar.Melee_HitMetal”. Not sure how this is set out in HL Source but it might be worth taking a look.

EDIT:

Ok I think I found it in Surface Manifest.txt

“crowbar”
{
“base” “metal”
“impactsoft” “Weapon_Crowbar.Melee_HitWorld”
“impacthard” “Weapon_Crowbar.Melee_HitWorld”
}

To re-create the Metal Clang the Code should be edited to the following.

“crowbar”
{
“base” “metal”
“impactsoft” “Weapon_Crowbar.Melee_HitWorld”
“impacthard” “Weapon_Crowbar.Melee_HitMetal”
}

Then Add the Clang effects wave sound effects in the folder :slight_smile: Or I could be totally wrong?

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#282

Seems like Xen’s almost upon us. Were you guys still planning on releasing the classic weapons pack at the same time, or were you going to wait for the full release, since it seems like they’re rolling out the beta first?

Any new screenshots or videos to share?

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#283

I believe currently the plan is to wait until the public / secondary beta, as things will be more locked down, then. Crowbar Collective has shown a few signs they might be overhauling the HUD and potentially the viewmodel rigs, both of which would set us back a bit. We’re waiting mainly to make sure everything still works, and if it doesn’t, to see what we’d need to fix to get things released.

As for screenshots, I suppose I can show off the current icon set for the HUD:

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#284

That makes sense. Icons look cool! When this pack finally drops I’m taking the day off work and just playing through Black Mesa + Xen in one sitting. It’s gonna be great.

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#285

Every day that passes, the release of both Xen and this pack gets released. :thinking:

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#286

No it’s been several hundred days and not one of them has had either of those things released

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