Left 4 Dead 2

Left 4 Dead 2

124 ratings
H&K MP5 / HQ Model [L4D1+2 Animations]
   
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Game Content: Weapons, Models
Weapons: SMG
File Size
Posted
Updated
12.820 MB
6 Apr, 2022 @ 7:38pm
27 May, 2022 @ 7:02pm
3 Change Notes ( view )

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H&K MP5 / HQ Model [L4D1+2 Animations]

Description
Querentin's H&K MP5 on their L4D1+2 animations, swap and fixes by Shao. Uses default sounds. Replaces smg_mp5. Supports LOD.

This is the 12th release for the animation set.
4 Comments
´-Sylviaᓚᘏᗢᵐᵉᵒʷ 1 Sep, 2022 @ 12:27pm 
H&K MP5 / HQ Model can u do with out left 4 dead 1 and 2 animations ?
Shao  [author] 10 Apr, 2022 @ 5:06pm 
But to conclude most of what I've learned so far, unless you stand in a dark area, much of the specular reflection will hardly be noticeable if you passively use them, you need to use absurd amounts to have designed reflections to truly show in lit areas which will mess with the latter again, it's a very delicate balance.

This can be tested on both of the Chrome Shotguns I have released last or the Desert Eagle.

$envmap also takes away a lot of the $bumpmap details in several settings when used excessively. $phongboost not so much but if used as much will look off and lose detail in it's reflection spots too.

So in my personal opinion after testing so much, those settings are always best used in an amount that players have to pay enough attention for them because otherwise they become distracting/losing their intended details.
Shao  [author] 10 Apr, 2022 @ 4:52pm 
Specular shading from what I've noticed in many mods is used in excessive amounts which make the weapons look different than they normally should and in a game like L4D2 where there's a lot of dark area's it causes undesirable effects such as glowing in the dark because of cubemap placements when environments change drastically from bright to dark or vice versa.

https://developer.valvesoftware.com/wiki/Env_cubemap

Just a personal take from me but I find it incredibly annoying and would rather not have it thus why I use specular reflections really consciously to prevent it. Only surfaces from weapons that really deserve will show it based on their initial alpha channel design. If they don't that's because by default the alpha channel never compensated for it in the first place.

Proper use of $phongboost is still something I'm working on and will update every single of my mods once I really can find something to settle with. Same with $envmaptint.
Blev 10 Apr, 2022 @ 11:15am 
There seems to be something changed with the specular shading? I found this and a few of the others you uploaded don't have any or have very little when compared to the original author's uploads