Black Mesa

Black Mesa

BMCE Addon - Black Mesa Character Expansion Revised
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DWBoyGamer  [developer] 1 Sep @ 11:51am
BMCER Anniversary Update Patch 6 Uncut Changelog
STUFF-WE-DIDN'T-ADD-IN-THE-BiG-UPDATE-BECAUSE-WE-RAN-OUT-OF-TIME THE UPDATE!
(otherwise known as Anniversary Update "patch" 6)

Additions:
- Added 34 new face textures by DWBoyGamer, Racer, BlackBox Team and Nitwit (faketed, Franklin, Macho, 10_HECU, 12_HECU, Bald, Wolf, Faulkenbury, Diogenes, Evan, Evan_HECU, lupinksi_HECU, Johnny, Silvy, Howard, CD, ireallydont, deepfake, dreads, Kumar, Jimmygibbsjr, Anna, Quannel, Flock, Devonair, Javon, Dakashi, Elijah, Claude, Leroy, OG, Hoffman, Hunter and Jimclark)
- Added bonewelded Santego Base HECU Military Police helmet prop. This prop is more or less just modders resource and is not planned to be used during the campaign. This helmet uses regular USMC insignia rather than dedicated HECU insignia.
- Added unique open collar guard shirt design for Transit Authority to better differentiate them from regular security, includes unique torso gib. This shirt was originally going to be added for 02 and 04 models to make it just generic shirt for variety sake, but we felt this implementation would have required them to be added to female guards and Otis too, which would have caused problems so we settled on using it on specific guard type instead.
- Added security guard utility belts on all regular/female/Otis/Transit Authority/First Response models, comes with pepper spray, set of keys, flashlight (plus tactical flashlight on First Response), mag pouches and general pouches. This belt will slightly clip thru Transit Authority and First Response high vis vest bodygroups but we tried to adjust it to be as unnoticable as possible. Also includes flashlightless variant. This concept was originally intended to be added in the main anniversary update but we couldnt figure out viable way to achieve it until now. This replaces the standard flashlight bodygroup on all guard models except Transit Authority who have both standard flashlight and utility belt bodygroups
- Added rank pins (sergeant, lieutenant, captain, chief) for all regular/female/Otis guards
- Added DOE veteran pin for all regular guards, part of the rank pin bodygroup set. Not present on female guards because while female HECU are 100% canon to BMCER, they would be so incredibly low in numbers its simply not worth to add the pin to female guards. Also not present on Otis, since unfortunately he is just too big boned to ever have been HECU member in the first place.
- Added bandanas (three variants) for construction workers
- Added red suspenders bodygroup for casual scientists (not present on fat casual scientists because they are too fat to use them)
- Added security boonies for use by regular guards, Transit Authority, Otis and First Response security
- Added Holographic Utility Display (HUD) glasses for FR guards, HEV guards/scientists, cleansuit scientists and engineers, our in-universe explanation for the HUD (aka Heads Up Display, see what we did there?) you see while in-game. This device is supposed to require external vital sign monitoring device, which is the reason for it not being available for all models
- Added toggleable agency pins for admins, acts as our way for adding facility visitors to BMCER. Includes DOE, NASA, DARPA, USNRC, DOD, NSF, USSC, Allied Processing and of course BMRF which is the default. ID badge will also be turned in to visitor badge when any of the agency pins apart from BMRF and Allied Processing are used, latter of which uses contractor ID badge. 02 admins feature just BMRF pins due to them having two different body models making it impossible to toggle the pins reliably.
- Added unique short sleeve overalls bodygroup without undershirt sleeves for technician
- Added toggleable buttoned up shirt with tie bodygroup for cwork/engineer/custodian/logistic/technician workers, used for worker supervisors/foremen. cwork/custodian/logistic/technician use cream colored buttoned up with black tie, engineer uses white buttoned up with red tie and manufacturing uses light blue shirt with blue tie.
- Restored 4th chest bodygroup on regular and Otis guards, only this time its used for tie/walkietalkie bodygroup combo instead of being just blank. We may look in to making the walkie talkie toggleable separately from the vest in the future for optimization, but for the time being this is the implementation we are going with due to bodygroup order concerns.
- Added HL1 LD pack style white pants for 03 and 04 regular scientists, female scientists, Kleiner and Einstein as well as for fat scientists as skin variant (their hurt variants are now separate models) and for senior scientist as bodygroup. All the models which always use white pants (03 and 04 scientists, Magnusson and Kleiner) have also been given appropriate gibs. Zombies with white pants are planned, but these wont be implemented until map replacements. This was originally going to be optional addon giving all scientists white pants but we felt it was worth adding as more variety instead.
- Added unique hanging from neck ID badge for OSHA and other non BMRF staff (visitors)
- Added adrenaline injector syringe for all worker and admin models, replaces healing syringe on these models since regular healing syringe doesnt make much sense to be present on models that arent scientists/medical staff/firemen yet we wanted to retain their ability to heal the player for gameplay purposes. Female office workers will still carry regular syringes however due to limitations of the game.
- Added security guard headset as separate bodygroup on all regular, female, Otis, Transit Authority and First Response guard models. Compatible with all headwear bodygroups. Effectively a replacement for the old headset on cap bodygroup. For the time being guards are able to wear both this and walkietalkie at the same time which doesnt make much sense, but we intend to fix this for map replacements since by then we dont have to worry about bodygroup order as much as we currently still have to. Headsets on cleansuit and survey team scientist have also been updated to use this model for consistency.
- Added casual survey team scientist model, wearing blue Apollo mission style coveralls
- Added Survey Team HEV suit harness (combination of climbing harness, utility belt and suspenders) on HEV scientist, HEV corpses, orange HEV guards and HEV zombies. While the default look of HEV MKIV is most certainly iconic and we didnt originally want to really mess with it, we felt that its actually very unsuitable for what Survey Team does so rather than trying to remake the suit to be more fitting for that task we just added harness over it. Comes with integrated pistol holster for self defence purposes. Please note that this harness is only worn by Xen Survey Teams, not HEV staff working on-site. This is to say, Gordon Freeman would not have it, though he could have for sure have use for it. (As a side note, we are open to the possibility of partially or entirely redesigning HEV suit in the future to fit BMCER style better, but this would be done as separate mod rather than as part of BMCER itself since we dont want to replace viewmodel arms with this mod.)
- Added replacement for the safety goggles junk prop, now consistent with the prop used by character models
- Added DOE version of headset on cap bonewelded cap. Used exclusively on 02 HECU. Looks identical to original version, it was added for the sake of consistency with HECUR where DOE and IRF each have entirely different looking headsets.
- Added Movement Assist exo skeleton for 01 HECU models as additional holster bodygroup, for consistency with HECUR
- Added throat mic headset bodygroups for all HECU models, for consistency with HECUR. Now all HECU models have regular/LW headset and throat mic
- Added First Response security baton holster for HEV guards since they dont have regular flashlights either
- Added visitor helmet as bonewelded prop
- Added unique set of DOE HECU berets, these still have the red, green and black colors but they have unique insignia that fits better with style of DOE
- Added gasmask pouch on First Response Security, will occasionally appear instead of baton holster
- Added tactical glasses for both 01 and 02 HECU models (For consistency with HECUR)
- Added separate medic rucksack for both 01 and 02 HECU models, has medic insignia (For consistency with HECUR)
- Added hardhat bodygroup for 02 HECU. This change was done because in BMCER lore 02 HECU acted as the on-site military, and as such would sometimes have non tactical gear while in industrial/maintenance areas. This also acts as way to have evac site gear, since in BMCER DOE Security Force aka 02 HECU models initially assisted BMRF staff before the kill order came through, and not all evac site soldiers should have full tactical gear (For consistency with HECUR)
- Added 02, 03 and 04 scientist tie sheets for some extra variety (02 sheet is used by 02 and 03 scientist models, 03 sheet is used by fat scientist models and 04 sheet is used by senior scientist models). Includes both custom designs and references to pop culture.
- Added tan (lieutenant colonel) and brown (colonel) HECU berets, including both IRF and DOE versions, as rare variants. These comes with their respective rank pins.
- Added police like guard badges on all regular, jacket, female, Otis and Transit Authority models. When model has no vest, the badge is attached to their chest, when wearing a vest the badge is attached to the shoulder strap of the vest.
- Added nameplates on all regular, female, Otis and Transit Authority models when not using vest of any kind. Was originally going to be present on jacket guards as well however it was deemed to not look good on them.
- Restored nameplates on paramedics and formal firemen.
- Added dark blue high lights on security guard uniform, while this isnt the classic look of the BMRF security we felt they fitted their overall look too well to be left unused.
- Added normal maps for boonies (both HECU and guard variants)
- Added EMS badges on paramedics and casual firemen for consistency with guards
- Added DOE baseball cap bodygroup on 02 HECU (Due to their status as on-site military it makes sense for 02 HECU to not always be wearing helmets, also for consistency with HECUR)
- Added woodland camo helmet and medic helmet on 01 HECU alongside their previous helmets (For consistency with HECUR)
- Added green (BMS beta style) single color helmet on 01 HECU alongside their previous helmets (For consistency with HECUR)
- Added urban bandana on 01 HECU alongside their previous bandana (For consistency with HECUR)
- Added black bandana on 02 HECU alongside their previous bandana (For consistency with HECUR)
- Added medical personnel in white (nurse) and light blue (surgeon) scrubs. This model was added as preparation for map replacements, however for the time being they only have rare chance of spawning randomly. Includes hurt variant controlled with skins as well as gibs.
- Added manufacturing workers. As they are part of the engineering division they were implemented as skin for engineer models. In the map replacements we wish to change the construction workers working on the delivery rocket in Inbound to manufacturing worker and have regular construction workers elsewhere. To clarify, we are retconning construction and manufacturing to be two different departments, with construction workers dedicated to construction and expansion of the facility itself and with manufacturing workers dedicated to working on building equipment such as rockets.
- Added (restored?) 01 HECU cigar prop (full length rather than half smoked)
- Added Raphael
- Added bonewelded communication devices for BMRF staff (90s style phone, flip phone, security walkietalkie as well as bluetooth earpiece. Latter is welded to characters head and rest are welded to characters hand)
- Added second M40 gasmask with double filters for 01 HECU (for consistency with HECUR)
- Restored Eli's wedding ring
- Added hologram Gina Cross model replacement for Black Mesa: Hazard Course support. The new model uses 2015 HEV model with lore accurate tan textured and BM:BS Gina Cross head (thanks F5_Man)
- Added Specialized Security Force badge as bonewelded prop (added as we felt it was necessary to represent SSF badge for consistency with us already representing all the other security badges, even if it was just as bonewelded prop). When welded to a model, it attaches to their hand. This is intentional, as SSF arent required to keep badges visible at all times and are intended to keep it in their suit jacket pocket taking it out only when needed.
- Added version of HEV helmet with golden visor (in style of NASA spacesuits) alongside the darkened visor helmet for all HEV models that had toggleable helmets. Golden visor is used on all HEV corpses found on Xen as not to necessitate having to implement face under it for them.
- Added aviator glasses for all HECU models with glasses (for consistency with HECUR)
- Added toggleable shoulderpauldron for all HECU ("pants" bodygroup equivelant on Revised HECU since they cant have toggleable kneepads)
- Added mag pouches attached to leg straps for 02 HECU, stand-in for HL1 LD pack HECU mag webbing HECUR 02 HECU now have
- Added standalone headphones as bonewelded props for use alongside caps, hardhats and security berets as well as for hanging from neck. Comes with separate variants for hardhat and other use. Not compatible with security or HECU helmets
- Added backwards hardhat and worker cap/backwards worker cap for construction workers (replaces standalone headphones and standalone headphones on hardhat bodygroups respectively as those are no longer necessary thanks to standalone headphones being added as bonewelded prop)
- Added red hardhat for cleansuit scientist/engineer, clips little bit with the headpiece during head turning but not enough to be totally useless. This color was chosen, as red hardhat usually represents dangerous environments and is also used to differenantiate them from other hardhat types for the sake of proper decontamitation.
- Added hazmat fireman as bodygroup for normal fireman. Has unique shiny silver color. Comes with hazmat hood with helmet and hazmat gloves, these two being toggleable independently allowing them to be used alongside normal fireman gear as is sometime done in real life. This is our depiction of the "damage control team" mentioned in various announcements in-game. Hazmat fireman helmet is not compatible with goggles on helmet but this doesnt matter as you are not supposed to have goggles on helmet while using hazmat cover on it.
- Added eyepatch for 01 HECU as commander exclusive bodygroup to show how badass they are
- Added facemask for 02 HECU, this was added as DOE Security Force arent as well equipped as CBIRF and dont have as many gasmasks available
- Added separate arm gibs for HECU engineer models for consistency with HECUR in case we want to be able to use their gibs in BMCER map replacements
- Added unique tie design for Magnusson (was supposed to be Gordon tie, but we decided Gordon doesnt wear one so it was reused for Magnusson instead)
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Showing 1-3 of 3 comments
DWBoyGamer  [developer] 1 Sep @ 11:52am 
Changes:
- Officially designated 01 HECU are Chemical Biological Incident Reaction Force
- Reworked security guard sleeve patches (on normal, First Response and jacket guards) to be directly textured on to the model rather than being separate mesh, but this comes at the cost of making any security guard reskins straight up unusable with BMCER models without them being edited to support this. Jacket guards also now have patches consistent with regular guards as well as "jacket guard prototype" style back text.
- Security guard shoulder thingies are now more consistent with the overall style of the models
- Reworked security vest model (on all models using it) to be slightly less bulky to allow for the utility belt to still be used alongside it. This change is barely noticable, apart from the fact belt, and from certain angles even shirt, of a guard is now peaking from under it. This is intentional.
- HECU gasmask is now usable independently from helmet, which allowed for gasmask wearing commanders and Military Police to be implemented (will result in commander HECU occasionally using filtered voicelines when using BMCE Romka HECU alongside BMCER, but we dont really care, use F5s BMCER Romka instead)
- Completely reworked First Response security to even more closely resemble real old school SWAT officers. Changes includes unique dark green tactical jacket which replaces their previous light green shirt, dark green pants, reworked second holster, restored and remastered flak vest from 2021 day one version of BMCER, reworked their heavy PCV in to UPV, black helmets without chrome top, dark green caps and beret, PDA, grey scale patches on shoulderpads and ID badges hanging from belt while using a flak or UPV . Also revised their facial variety a bit to better fit with their current lore. Original light green buttoned up shirt with tie is still present as bodygroup (comes with FRTOU badge), however its strictly NOT compatible with vests and is meant to be used exclusively as casual FRTOU shirt (THE TIE AND THE BADGE WILL CLIP THRU ALL VEST VARIANTS!).
- Added wristwatch for First Response security, worn tactically
- Regular security will no longer wear wrist watches tactically
- Revised construction worker facial variety
- Bodyguards PCV has been replaced with flak vest because it simply fits them better aesthetics vise than PCV/UPV
- Bodyguards once again use same helmets as First Response. Original grey sided chrome top helmet is still in the files but currently goes unused
- Reworked security guard and OSHA jackets to be shinier to more closely mimick how these types of jackets look in real life
- Reworked fireman textures again. They now have yellow stripes to better differenantiate them from BMCE versions, black helmet has been replaced with lime green, resuffled helmet ranks, lime is now firefighter, yellow is lieutenant and blue is captain, their boots are now partially yellow and the hood attached to the jacket is now tan. Also added red highlights to helmet and made the text font used on it fancier (also applies to paramedic helmet)
- Reworked Lake face to look more like Max Payne
- Reworked redhead face to look less like Romus
- Redone security helmet normal map to be bit smoother (chrome top now looks even more like chrome)
- Adjusted robogrunt materials to be more metallic
- Reworked Zozenberg face to be bit more unique
- Renamed cleansuit scientist "glasses" bodygroup to "head" to allow it to be used independently from "glasses" bodygroup used by majority of the models for better compatibility with Inbound cleansuit engineers so they can have face mask without limiting other NPCs reusing their entries to specific glasses.
- First Response security/HEV guard shoulder pauldron is now darker
- Reworked First Response security elbow/kneepads to stand out better
- 06_HECU face now has slightly darker hair for consistency with the moustache
- Reworked female cafeteria workers to be consistent with their male counterparts (buttoned up shirt, pants, construction worker sneakers, worker caps, toggleable gloves). Includes gibs
- Reworked Payne face to make him better resemble the character he is based on, he now has completely bald head apart from the moustache
- Firemen zombie now use bloodied/burnt instead of just burnt textures for consistency with the other zombies (uses previously unused hurt texture sheet made during the development of main Anniversary Update)
- Reworked Inbound Breen to have unique tie, togglable two-tone halfrim glasses and toggleable open jacket as well as reworked his jacket textures to be less flashy
- Reworked Inbound Breen face to be more unique and (possibly) recognizable. He now has grey beard and slightly different hair cut. Inspired by the "Breen visits Aperture Science" framed photo from Portal Stories: Mel.
- Eli now has smoother skin, attempt to get him to look bit younger
- Reworked Magnusson face to have little bit of stubble and slightly less pale skin as well as optimized the texture sheet to not have transparency
- slightly adjusted pilot materials to be less shiny
- Hurt female office workers now have shirt over skirt instead of having the shirt tucked in, for semi consistency with male office workers. Uses restored alternative female office worker bodygroup cut from the main anniversary update.
- Cafeteria worker uniform is now black instead of grey, to make them bit more unique and to be able to more easily differentiate them from office workers. Also applies for female cafeteria workers thanks to their model being changed to be consistent
- Fat casual scientist leg wear can now also be toggled between dress shoes and sneakers for consistency with standard models
- Gmans BMRF and DOD pins are now consistent with those of admins
- Breen now uses BMRF, DOE and Allied Processing pins
- Reworked Einstein face to look bit more like his real life counterpart
- Reworked Einstein2 and Einstein4 faces to look more unique (Einstein4 no longer looks like serial killer)
- Updated worker coverall normal maps to be higher quality (using high resolution normal map from pre-release build of BMCE)
- Reworked 01 HECU vest to actually look like PCV rather than plate carrier colored black with random computer panel attached to the front. Includes integrated Ranger Rig for chest pouch support and updated gibs.
- The chest patch on custodian models now reads "Waste Disposal" instead of "custodian", for consistency with their sleeve patch and ID card. This change was made as we felt "custodian" patch was unfitting due to them also having bodygroup for supervisor now and "Waste Disposal" just felt more official sounding.
- Optimized worker cap textures
- All scientists now have black belts with golden belt buckle
- Cleansuit scientists/engineers and survey team scientists now have proper protective cover over their ID cards
- Cleansuit engineer utility belt now includes climbing harness. Why? Because we felt it really completed the look of their belt.
- When using worker vests, ID card is now hanging from the proper attachment point instead of being slightly over it. Has slight clipping issues but should generally be better than before.
- Remade ID card bodygroups on all models to be higher quality and up to quality standards of BMCER. Due to boneweights of the models, these new ID badges actually clip/hover over the models slightly more than the old ones, but we deem this to be small price to pay for overall increase in fidelity.
- Adjust placement of ID badges on some models to make more sense
- Reworked HECU pilots to be higher quality without changing their overall style.
- Separated BMRF pilot in to their own model to get around animation issues caused by using his previous iteration as replacement for guard or scientist NPC. This also means he will be finally be able to spawn randomly.
- Revised HECU pilot sleeve patch variety to be more consistent with HECU marines. Both models have US flag and HECU Airborne patch, however IRF HECU get USMC Pilot patch and HECU Infantry emblem while DOE get DOE patch and DOE emblem. As this model still bears very close resemblance to the previous iteration and is essentially just higher quality version of it, we dont consider making version of CitizenFives Osprey Fixes mod using our version of the pilot a necessity.
- Pilot vest is now toggleable, also added high vis vest to represent DOE aviation mechanics.
- Replaced fighter jet pilot helmet with pilot helmet with visor and added cap (patch changes depending on DOE or USMC status) to represent off-duty pilots and DOE hardhat to represent other aviation staff Black Mesa Airbase has.
- Added caps for maintenance workers
- Reverted face_w_min and face_w_max faxe flexes on HECU pilot to their default state since the pilot helmet is now compatible with them
- Reworked OSHA polo shirt normal maps to be more consistent with what is seen rest of the models
- Survey team scientist vest now refers to Project Columbus rather than simply "Lambda Survey Team" for consistency with the current lore
- Black Ops assassins now have black pouches/straps instead of green ones for consistency with their currently unreleased male counterpart. We felt the green pouches didnt fit the male model at all forcing us to use black ones on it instead.
- Reworked phong shading on scientist/office worker/admin/specific character ties to be bit more accurate to real life
- Regular guard helmet is now dark blue instead of light blue for consistency with rest of the headgear guards have. This change also makes them bit closer to HL1 design
- Remade all security guard boot textures to be bit higher quality
- HECU berets now use more classic style logo for consistency with HECUR
- First Response security baton holster can now be toggled to either be off entirely or replaced with gasmask pouch independently from default holster.
- Jacket guard jacket now once again uses zipper instead of buttons to reduce polycount and clipping as well as to make the jacket bit more stylistically consistent with rest of security guard equipment. Also applied this change to OSHA jacket for consistency
- Reworked casual scientist, officer worker and admin/senior scientist vests to look cheaper, reserving proper high quality high vis vests for workers. Added "Safety Officer" and "Facility Ops" texts on office worker vest to indicate the division they now fall under according to the current lore.
- Replaced geiger counter packs_hips bodygroup of 01 HECU with mag poyches. This change was done as we felt geiger counter is unnecessary on 01 HECU since there is meant to be one built in to their PCV.
- Replaced grenadier packs_chest bodygroup of 02 HECU with DOE ID badge. This change was done as we felt it was weird to have SMG grenades on whats meant to be effectively just a standby security force, and since 02 HECU are indeed meant to be the on-site military of BMRF it felt necessary to portay their pre-disaster appearance as well, hence ID badge hanging from vest. No, ID badge wont be added to 01 HECU as doing that would make no sense.
- Reworked 02 HECU sleeve patch configuration to have DOE patch and US flag on both sleeves for consistency with HECUR (01 HECU keep old configuration)
- Renamed cafeteria worker job title "Food Supply Operations" to "Hospitality & Catering Division". This change was done as we felt their old job title was too over the top.
- Renamed office worker job title "Finances And Accounting Sector" to "Facility Operations". This change was done as wanted to introduce Black Mesa Facility Operations before the map replacement update and we felt their old job title was too specific considering how many BMRF employees would have this same "uniform" of shirt and tie but wouldnt have anything to do with finances or accounting.
- Restored slightly edited, previously unused paramedic vest texture originally intended for Anniversary Update patch 5 alongside the current design as "Incident Command" vest, reserving the newer design as general paramedic vest.
- Flipped HECU combat knife other way around for easier accessability and for consistency with HECUR
- Improved on guard vest normals to have more depth where appropriate
- Renamed Personnel Security Service Protection Department to Specialized Security Force for the sake of simplicity, just affects their lore and ID badge title, rest of them is unchanged.
- Reworked construction worker to be more consistent with rest of the worker models by making the vest(s) independently toggleable, allowing it to be toggled off and making its vests more consistent style with other vests already worn by Facility Ops. Also retextured hardhat to orange to differentiate them from maintenance worker. Still keeps all of the other bodygroup variety too. Rebranded construction workers as contractors from Black Mesa Corporation subsidiary know as Novatech rather than directly being employed by BMRF to explain their relaxed uniform code. Added cowboy boots for bit more variety. Also added caps showcasing both Novatech and Allied Processing, latter was added because since the contractor ID doesnt include mention of the company they are from, we decided construction worker could easily double as Allied Processing driver.
- Changed logistic worker hardhat to brown to allow construction worker to have the orange one
- Green HECU berets now include major rank pin
- Guard vests now include side straps
DWBoyGamer  [developer] 1 Sep @ 11:52am 
- Burn marks in 23_HECU face no longer look fresh
- 01 HECU now use quad lens NVGs instead of regular ones, despite being inaccurate to the timeperiod we figured this would fit the overall scifi aesthetics of 01 HECU, at least on Revised HECU models specifically.
- Reworked cleansuit worker textures to look bit more lore accurate and changed the backpanel to ELM since its supposed to be one in BMCER lore anyway
- Reflective bands on engineer (and by extension manufacturing worker) coverall are now actually shiny
- Mirrored HECU berets to have excess fabric and flash on opposite sides, not only for lore accuracy but for differenatiation from typical army issued berets.
- Overhauled scientist/casual scientist/office worker/guard/HECU/HEV zombie models + torso variants to be consistent with their human counterparts by remaking them from scratch by using human versions as bases. Includes support for white pant casual/labcoat scientist zombies, admin/medical personnel/manufacturing/Reactor Ops/casual survey team/HEV security zombies + torso variants on scientist zombie model, vestless/jacket/First Response guard, Transit Authority and Special Security Force zombies + torso variants on guard zombie model and DOE Security Force zombie + torso variant on HECU zombie model, however as these variants wont be able to appear in-game before map replacements we have chosen to not include their bodygroups or textures in the public build of BMCER to discourage people from trying to use them prematurely. Also comes with ability to toggle ID card from scientist to engineer and to toggle harness on and off on cleansuit zombie to represent both scientist and engineer cleansuits. Guard zombie no longer has hanging jawbone making them look inconsistent when alongside any other zombie model. Also updated gibs for consistency.
- Guard smokey hat now uses same badge as is found from the security guard uniform
- Added Incident Command vest for First Response security alongside their normal one.
- Reworked security/female security/Otis/Transit Authority/First Response/paramedic/fireman cap text to look embroided for extra detail (fireman/paramedic caps also now just read "FIRE RESCUE" for accuracy with real life caps of this nature)
- First Response security ID badge is now light green due to popular demand
- Updated HECU textures for both 01 and 02 to use darker straps and holster, black boots, pistol pack hips and knee/elbow padding. 01 HECU now also have a black belt.
- 02 HECU (DOE Security Force) now use AB-Pat camo for accuracy with the lore and for consistency with HECUR (01 HECU still use original urban camo). Also applies to their bandana, boonie and 8point cap. Includes updated set of gibs.
- Remade chef hat to be higher quality
- 01 HECU now use both urban and jungle boonies and 8point caps
- Added untucked buttoned up shirt and untucked buttoned up shirt with undershirt sleeves bodygroups without a tie for construction workers, used for supervisors/foremen
- Engineers now have black undershirt
- Recolored sleeve cuffs of all coverall models to be same color as the sleeves themselfs, just less saturated
- HEV helmets now have darkened but barely see thruable visors
- Inbound Blackhawk now belongs to Black Mesa Aviations Operations
- Fixed robogrunt missing one of its gibs
- Regular HECU will now occasionally spawn with glasses instead of just goggles and shades (they are no longer exclusive to medics)
- First Response guards can now use gasmask alongside caps
- Inbound Gus now has gloves
- Reworked Lumberjack face beard to look better
- Visor trims of Fireman/First Response/Survey Team/Cleansuit gasmasks are now darker for real life accuracy
- Retextured headphones (junk prop and bonewelded props) to be red to have them stand out better and look like they could be used for stuff other than construction/maintenance as well
- Replaced Benny face on 01 HECU models with Dakashi face, this was done as we felt Benny was too cartoonishly evil, this face will instead be used on BMCER Black Ops when ever those models are released publically.
- Reworked Knot face to look tanned rather than indian, turns out this is how his inspiration was like as well. In addition Knot now uses white arms instead of black ones, and with the face now being supposed to be tanned they somewhat make sense to be inconsistent color.
- 01 HEV guards now have white shield insignia on front panel for consistency with 02 HEV guards
- Vest on jacket guards no longer looks overly fat (still bulkier than normal vest though)
- Every male model now supports BMBS guard animations, done as preparation for the map replacements update
- Reworked security guard 8point to look more like a patrol cap its actually supposed to be based on. The side buttons now also shine like they should
- HL1 style 01 tie is now bit brighter
- Reworked robogrunt head to be closer to its GoldSrc version (Special thanks to Drozhaat) and adjusted its hitboxes (Green parts on the head are bulletproof, but darker parts of the head remain as weakspots)
- Description images are now full resolution
Last edited by DWBoyGamer; 2 Sep @ 10:05am
DWBoyGamer  [developer] 1 Sep @ 11:52am 
Fixes:
- Potentially improved female assassin jigglebones to reduce the possibility of them bugging out when they jump around like crazy
- Fixed DOE and Incident Reaction Force HECU badges being inconsistent with the ones used by HECUR models
- Fixed several clipping issues with all jacket bodygroups on female guards
- Fixed minor alpha channel issue on guard_accessory and guard_fr_accessory normal maps
- Fixed cafeteria worker sneakers being too shiny
- Fixed clean construction worker sneakers having random black spot on them
- Fixed minor shading issue on casual scientist/cafeteria worker/construction worker sneakers
- Fixed issue with security helmet normals which lead to certain spots shinier than intended
- Fixed firemen/paramedic helmets, fireman goggles, Fireman/First Response/Survey Team/Cleansuit gasmasks and fireman tank being being too shiny (limited cubemapping to only appropriate bits)
- Fixed fireman tank oxygen meter having improper UV mapping
- Potentially fixed issue where gibbing female cafeteria worker could crash the game
- Fixed back hip pouch being missing on all but first of the pack hips bodygroups on 01 HECU
- Fixed male scientists not using penny loafers like certain voiceline suggests they are supposed to, aka made all male scientists use same shoes as female scientists. This "issue" has been present in the game since 2012 Moddb release
- Fixed casual female scientist normal maps referring to incorrect shoes
- Fixed plastic glove bodygroups being higher quality than standard BMS NPC hands causing inconsistencies, affected all open/closed labcoat male scientists, custodians, male cafeteria workers, survey team scientists and paramedics
- Fixed fat scientist tie jigglebones not functioning correctly due to incorrect boneweights
- Fixed clipping issue with worker vests
- Fixed overweight scientists using default scientist head model instead of Otis head model
- Fixed Eli and Kleiner still using HL2 normal maps making them look older than originally intended
- Fixed major shading issue on survey team scientist body
- Fixed missing face texture on HEV scientist due to a typo
- Potentially fixed some HECU voicelines not playing (not only should non generic HECU be able to speak normally again, they should now also have unique friendly fire responses when being fired upon by other HECU)
- Fixed missing face texture on 02 HEV guard due to a typo
- Potentially fixed Leeroy Jenkins's buddy being able to speak his voicelines regarding how to kill the Tentacles even after its already dead
- Potentially fixed last Lambda entrance scientist missing one of his lines (always been broken?)
- Fixed the striped office worker shirt collar
- Fixed boneweight issue in open coat admin pants
- Fixed jacketless admin/bodyguard arms being overly thin (still not 1:1 proportions with rest of the game but they are at least bit more consistent with other models now)
- Fixed female guard idle animations. We found universal bandaid fix for female guards but this unfortunately messed up aiming pistol anims so it couldnt be used, we could only apply it for non combat idles.
- Fixed noticable rigging issue on jacket guards left wrist leading to weirder than usual mesh deformation during aiming of a pistol
- Fixed barely noticable but very much annoying lightning issue on security vests, affected all models which had this vest
- Fixed issue with 11_HECU face hands
- Fixed AM rotating signs being inconsistent with the updated models
- Fixed the high vis bits on custodian overalls bodygroup not being as shiny as originally intended
- Fixed chest patches not being present on coverall gibs
- Fixed office worker gibs using outdated normals
- Fixed missing bracket in worker zombie head material possibly causing console spam
- Fixed duplicate face texture on 01 HEV guard
- Fixed G-Man using the default male walk animation outside of scripted choreography, fix imported from "Fixed G-Man Walk Animation" mod (Credits to CitizenFive)
- Fixed barely noticable shading issue on paramedic/medic facemask
- Fixed non casual scientists not using barney animation set, was present on casual scientists


Removals:
- Removed hardhat and vest gear bodygroups from First Response security due to them being unfitting for the current design
- Removed hardhat bodygroup from paramedic due to them being unfitting for the current design (hardhat is still present in their high vis vest texture and is reused for cleansuit hardhat)
- Removed ability to toggle between dress shoes and sneakers on male cafeteria worker since this wasnt being used anyway, they now just have sneakers. Their leg gibs have also been updated to have sneakers for consistency.
- Removed ties from male cafeteria workers again, including the ones on their security vests, since they dont use them alongside their apron either, this also makes them slightly more unique since while scientists can appear without a tie its rather rare
- Removed back hip pouch from first packs_hips bodygroup of 02 HECU for variety to have them appear slightly less bulky
- Removed short sleeve guard shirts being separate bodygroups from regular guards. Instead it now replaces rolled up sleeves on 02 and 04 models, for consistency with casual scientists. The bodygroup is still present as additional one on hurt guards for variety sake and on transit authority because they only have one model anyway
- Removed headset on caps bodygroup, security 8point now takes up its slot from all regular, Otis, female, Transit Authority and First Response guard models.
- Removed "Lambda Survey Team" text from the back of survey team scientist uniform for consistency with the current lore but also for accuracy since the original model likely didnt have any text on the back.
- Removed faceflex lines from many character manifest entries that were used exclusively for corpses for optimization purposes because faceflexes are never used on corpses anyway.
- Removed bodygroup lines that were calling for JUST bodygroup 0 from many character manifest entries for optimization. When the number is not specified bodygroup always defaults to 0 anyway so it was unnecessary to specify it separately, unless there was necessity to have comment next to it explain why its set to 0 specifically instead of being set to something else.
- Removed shotgun shells from pack_chest bodyroups of 01 shotgunner HECU, this change was done as these shells werent compatible with their new ranger rig setup. They are however still present on their pack_hips bodygroups.
- Removed both "SECURITY" labels from 02 HEV guards as unnecessary since they have dedicated security HEV suit anyway and from 01 HEV guards for now having variation of the orange HEV suit with white shield insignia on front also making the label unnecessary.
- Removed the barebones Black Mesa: HECU support due to that mod no longer being considered part of BMCER canon
- Removed standalone headphones and standalone headphones on hardhat bodygroups from construction workers as no longer being necessary with the addition of standalone headphones bonewelded props.
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