Black Mesa

Black Mesa

Pre-Disaster Questionable Ethics
Any Chance of Porting to Gmod?
Is there any chance that these pre-disaster maps will be ported to the Gmod workshop anytime soon? Would make great RP maps with the NPCs removed and such and mounting BMS textures to Gmod is pretty easy.
Naposledy upravil Cicer Vopiscus; 27. zář. 2017 v 0.36
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Zobrazuje se 112 z 12 komentářů
Admiral Sakai  [vývojář] 13. říj. 2017 v 8.27 
I understand there are a number of different people currently working on that; once the maps are in a more finished state I may do so myself.
Admiral Sakai původně napsal:
I understand there are a number of different people currently working on that; once the maps are in a more finished state I may do so myself.
Thanks for responding, I'll look into it a bit more.
should be fairly simple just make sure BMS is loaded in gmod custom games list and compile the maps with the gmod compiler
biggest issue would be fact that BMS custom entitys might not load or be errors models
Naposledy upravil Underqualified Gunman; 14. říj. 2017 v 2.33
ghostboy1225 původně napsal:
should be fairly simple just make sure BMS is loaded in gmod custom games list and compile the maps with the gmod compiler
biggest issue would be fact that BMS custom entitys might not load or be errors models

That is an issue indeed, but it can simply be solved by creating a content pack, correlating to all the materials, models and sounds that are present within the map. This is "easily" done with tolls such as Gmad Extractor, VPK Extractor UPK unpacker, ... At least that's what I recall using. However, more useful information could be found here; https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=494607183
Admiral Sakai  [vývojář] 19. led. 2018 v 6.50 
Having messed around a good deal with the new engine in order to make the most recent update, I think it would be possible to port the map to GMod with a few changes to the VMF. First, Questionable Ethics contains Xenian NPCs which will likely not transfer over, but most of those have HL2 analogues that could be used instead. Second, while the static lighting used in 90% of the map should port without any problems, the new dynamic lights probably will not- fortunately, I don't rely on those very much (I think the only place where there are any is in the elevators) so it should be easy to replace them with vanilla Source dynamic lights.
Just copy and paste bsp files man. If you have extracted BMS content like me you have all maps from bms in gmod. Check my screenshots for proof. I have all chapters in gmod but without bms npcs
gmod is trash
"I understand there are a number of different people currently working on that; once the maps are in a more finished state I may do so myself."

Please do...I already know that it would be really cool!:steamhappy:
Commander-LVJ původně napsal:
"I understand there are a number of different people currently working on that; once the maps are in a more finished state I may do so myself."

Please do...I already know that it would be really cool!:steamhappy:

necromancy leads down a dark path my friend.
Hm, well if you do would it be possible to add a working light system? (Turn facility power on/off,turn lamps in offices on/off, turn light switches in small officers/observation rooms on/off?) It's kinda much so if you don't that's fine.
my friends working on one right now, not finished but it'll be soon.
Mav původně napsal:
gmod is trash
so wait. why and why are you posting that on this thread.
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Zobrazuje se 112 z 12 komentářů
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