Source Filmmaker

Source Filmmaker

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[SFM] Rock Props - Black Mesa (Nihilanth)
   
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Universe: Half-Life
Model
Models: Architecture
Tags: SFM
File Size
Posted
19.135 MB
4 Feb, 2021 @ 11:58am
1 Change Note ( view )

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[SFM] Rock Props - Black Mesa (Nihilanth)

In 2 collections by Br'er'rer
[SFM] Black Mesa
12 items
[SFM] Nihilanth Pack (Black Mesa)
6 items
Description
These models have been ported from Black Mesa and are property of Crowbar Collective.

Rocks! They're just...rocks. Very cool rocks though. Each spike can be adjusted individually for animation if you choose to do so and each model should include a sequence from the Nihilanth death animation (they explode). If any model isn't showing correctly (is flat colored, shiny, or covered in dark textures) upon being loaded into your session: Right click on your viewport, uncheck 'Enable Lighting', Right click your viewport again and select 'Enable Lighting' once more, this should solve the problem.

If you have any questions about getting these models working as they should I have linked a tutorial beginners might find useful. Sequences: https://www.youtube.com/watch?v=YjuYUeycguM

It's a known problem that some Black Mesa props don't like when you have Ambient Occulusion turned on, though there are no instances of this in these models (that I know of), please bear this in mind if you have any issues. If you encounter any issues or there is anything I didn't cover here let me know! Enjoy.

These props are from the Nihilanth boss fight map which I also ported. That, the Nihilanth character model and several other props are available here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2384271665

Includes:
props_xen\c4a4\nihilanth_chamber_rocks_part1.mdl
props_xen\c4a4\nihilanth_chamber_rocks_part2.mdl
props_xen\c4a4\nihilanth_chamber_rocks_part3.mdl
props_xen\c4a4\nihilanth_chamber_rocks_part4.mdl
props_xen\c4a4\nihilanth_chamber_rocks_part5.mdl
props_xen\c4a4\nihilanth_chamber_rocks_part6.mdl
props_xen\c4a4\nihilanth_groundrocks_alley.mdl
props_xen\c4a4\nihilanth_groundrocks_circle.mdl
props_xen\c4a4\nihilanth_groundrocks_line.mdl
7 Comments
ha2ardous2 9 Jul, 2021 @ 9:06am 
Like the Black mesa collection?
ha2ardous2 9 Jul, 2021 @ 9:06am 
Could Port the Hole collection to gmod?
Sikazhel 10 Feb, 2021 @ 5:43am 
something other then pokemon thx for the rocks
Br'er'rer  [author] 6 Feb, 2021 @ 9:12am 
@Howl True, it's mostly just a matter of preference in stuff that's for my own personal use as I can troubleshoot or go back on it whenever. I'd be unlikely to release a model with the method I usually use. I appreciate the advice though! I'm adding the Eli Vance scientist model soon and he is completely transparent, he simply does NOT want to be seen lmao, so $ambientocclusion 0 is the way to go with him.
Harlequin 6 Feb, 2021 @ 9:05am 
Usually it's safer to remove AO via VMTs and take the visual hit than decompile them. Even with Crowbar's decompiler shit gets rusty all doors lock very fast when you decompile content.
Br'er'rer  [author] 6 Feb, 2021 @ 9:01am 
@Howl That's correct! I have yet to port any model with an ambient occlusion problem (that I am aware of), I'm mostly referring to props that were included in the Black Mesa DLC for SFM just to make people aware of the issue as they'll likely be using those models as well. I prefer just adding $opaque or $mostlyopaque rather than just disabling ambient occlusion outright when I do encounter that issue though but both methods are valid.
Harlequin 6 Feb, 2021 @ 4:36am 
You can fix the ambient occlusion issues by adding $ambientocclusion 0 to the VMTs.