Black Mesa

Black Mesa

Steam Card HEV Suit Overhaul
96 Comments
gerardo bros studios 12 Jul @ 4:16pm 
@thatmoodyguy pls update bmce and compatible with juniez's classic weapons pack
Beerman Lad 12 Apr @ 7:53pm 
well you had to decompiled the model and rig the hands into specific animations its not gmod c_hands stuff
Nrallo 8 Mar @ 6:00pm 
This is undoubtedly the best look for the HEV suit, too bad it is not compatible with the reanimation mods.
ChadScript 18 Jan @ 9:30am 
Citizen Reanimation compatibility?
thatmoodyguy  [author] 6 Jan @ 10:12pm 
1) You already asked this on my DetectiveEdd item, 2) You can use other weapon mods with this, you just have to make it have load priority over this mod
Trog 6 Jan @ 4:53pm 
Could we ever see a version of the full body HEV suit models and the zombies uploaded separately from the files that tamper with the view model weapons? I'd love to use other weapons mods with this.
thatmoodyguy  [author] 23 Dec, 2024 @ 9:31am 
Maybe soon? I'll have to figure out how many models use an HEV in the new versions
MrPad 21 Dec, 2024 @ 11:58am 
BMCER?
expert.cleaners12 3 Nov, 2024 @ 2:48pm 
does this work with BMCER?
MalsMastr51 25 May, 2024 @ 7:21am 
Simply. N O I C E :demoticon:
thatmoodyguy  [author] 27 Feb, 2024 @ 7:00pm 
Looking at the files, I forgot to make the multiplayer HEV model, and it could be using that instead of the hev_male_xen model for some of the corpses, and that sounds dumb enough to actually be the solution. It's harder to apply the brighter metal to the zombies as the blood is baked into the texture. I could get around it by making new materials with detail textures to replace the blood. but it wouldn't look as good as the baked on details
Florys 27 Feb, 2024 @ 6:35pm 
seems to miss some corpse models for the survey team so you can see none steamcard suit guys laying around, zombies should also have the brighter metal colors for better consistency (when the VPK is used), other than that pretty good pack
thatmoodyguy  [author] 17 Dec, 2023 @ 5:23pm 
Happy Holidays to you as well!
FullVolume 17 Dec, 2023 @ 5:21pm 
Alright, well I hope it goes good, and happy holidays
thatmoodyguy  [author] 17 Dec, 2023 @ 5:10pm 
You're all good, your tone is clear. I have not asked him about it yet. I want to wait until after the holidays to ask, or wait until he releases the Dreamcast HEV as well, just to cover as many bases as possible.
FullVolume 17 Dec, 2023 @ 12:45pm 
He posted them to the SFM workshop, have you approached him? Sorry if I’m coming off as demanding.
FullVolume 1 Sep, 2023 @ 1:32pm 
Alright, cause that H.E.V. suit looks awesome, I hope things go good
thatmoodyguy  [author] 1 Sep, 2023 @ 1:01pm 
DetectiveEdd has already said he'll be uploading the models to the GMod and SFM workshops, and I may approach him about porting it to BM once those are up and available.
FullVolume 1 Sep, 2023 @ 11:04am 
Well this was until I saw that, are you going to port that H.E.V. suit to Black Mesa?
thatmoodyguy  [author] 1 Sep, 2023 @ 8:50am 
Ehhhhhh I'd wait until DetectiveEdd's HEV [sfmlab.com] gets ported before saying that, big man
FullVolume 1 Sep, 2023 @ 7:47am 
This is the best H.E.V. mod for Black Mesa
Vassago Rain 17 Aug, 2023 @ 7:16am 
Very high-quality sleeves. Highly recommend this mod over BM's vanilla sleeves.
thatmoodyguy  [author] 13 Aug, 2023 @ 8:21pm 
It took a bit but I got the hair up my ass to behave. The new BMCE models should work now
LeapingLasagna 12 Aug, 2023 @ 9:38pm 
Any progress on the bmce:r/hecu realism compatibility? Saw the other comment from awhile back and was also curious.
H.P 12 May, 2023 @ 10:43pm 
I hope someone makes a version compatible with models and animation of weapons
thatmoodyguy  [author] 9 May, 2023 @ 10:18pm 
If the mod reskins the vanilla weapons or Juniez's weapons. it'll work. If the mod is another animation or another model, it will not work how you expect.
H.P 9 May, 2023 @ 10:07pm 
but reskin weapons?
thatmoodyguy  [author] 30 Mar, 2023 @ 3:31pm 
No, it doesn't, sorry.
Zachyboi06 30 Mar, 2023 @ 3:25pm 
does it work with reskins
thatmoodyguy  [author] 20 Mar, 2023 @ 7:47pm 
I've been meaning to add that. I'll get that done in the next few days.
minidrwho 🌈 20 Mar, 2023 @ 7:16pm 
does this support bmce:r and bmc:r hecu realsim expanded like your other hev mod?
thatmoodyguy  [author] 10 Mar, 2023 @ 3:52pm 
It's only compatible with vanilla animations unless you want to decompile the models yourself and put the arms on your favorite animation sets
H.P 10 Mar, 2023 @ 2:08pm 
conpatibility with weapons animation?
thatmoodyguy  [author] 8 Mar, 2023 @ 7:23pm 
Ask and ye shall receive
thatmoodyguy  [author] 22 Feb, 2023 @ 6:14am 
On this model, it goes all the way around. In the art, we don't see the back, so we don't know what it does. I took some artistic liberties, as the HL1 HEV Suit has a full waist piece instead of HL2's little bar thing.
ChickenChucker96 22 Feb, 2023 @ 1:15am 
The thing on the part of the groin only goes down a tiny bit, not all the way.
thatmoodyguy  [author] 18 Feb, 2023 @ 7:33pm 
If it's still happening, you should probably just reinstall the pack.
thatmoodyguy  [author] 18 Feb, 2023 @ 7:30pm 
I recommend starting from the new game chapter select instead of loading saves. Loading save absolutely breaks model swap models on occasion
Thaddeus 18 Feb, 2023 @ 5:19pm 
...hhhuh. Getting a very odd thing where a couple of the dead NPCs in Xen are using the old model with the new textures. Helmet/Arms aren't affected by lighting. Any idea what could cause that? Tried re-installing the .vpk into custom just in case something got screwy, but it didn't seem to do anything. Fiddled with load order a bit after the steam card hands got called for the Xen opening animation, so I do worry that could've done something, somehow.
thatmoodyguy  [author] 17 Feb, 2023 @ 3:36pm 
This is because each image to be uploaded to a workshop page has to be 2 megabytes or less. I had to compress some images down to meet that requirement. The hands in-game should be on par with the vanilla hands.
Pomi 17 Feb, 2023 @ 3:30pm 
Why are the viewmodel hands so low-res? Or at least they seem to be in the picture
thatmoodyguy  [author] 17 Feb, 2023 @ 11:35am 
Glad to have helped!
Thaddeus 17 Feb, 2023 @ 10:54am 
Managed to get it all working and then some, now I know how to do this stuff. Thank you for all the help! Now if only the guard zombies wouldn't randomly stop working with classic headcrab whenever they feel like it...
thatmoodyguy  [author] 17 Feb, 2023 @ 9:17am 
You're on the money. In GCFScape. You can right click the 'root' folder and there'll be the extract function I keep mentioning. If you want to be more meticulate about what files you want, you van drag and drop individual files from GCFScape to a folder in explorer
Thaddeus 17 Feb, 2023 @ 9:10am 
Okay, so, I've solved at least part of the issue. Turns out: I'm dumb. I didn't grab the default metal color .vpk. Although...strangely, it seems like the .vpk won't overwrite the viewmodel hands from Juniez's even given an !.
Thaddeus 17 Feb, 2023 @ 8:52am 
I have a custom folder, I've just never installed anything non-VPK in it. I'm guessing that'd be what you're getting at? Make a 'mods/materials' folder for the extracted mats from required? I'm not entirely sure how I'd go about axing the HEV zombie files from Classic Crab, though.
thatmoodyguy  [author] 17 Feb, 2023 @ 8:48am 
Sorry, making a custom folder in Black Mesa\bms is the most common way to manage mods with strange setups. Placing VPKs in bm\custom\ allows for greater control, and you can make more folders to further control parts of the mods. So I'd say for this case, you should make a folder to put the files from this item's VPKs into. It just makes it easier to manage everything you want. You'd also need to go into the Classic Headcrab pack and extract the files to a custom folder so you can remove the hev zombie from that pack.
Thaddeus 17 Feb, 2023 @ 8:44am 
Extract where? Also, the zombie just doesn't seem to work. Just loads the one that classic headcrab comes with. I'm guessing I've just been doing things really wrong.
thatmoodyguy  [author] 17 Feb, 2023 @ 8:38am 
I should've mentioned that the materials\models\steamcard folder also has the materials for the NPC, sorry. If you click on a folder in GCFScape, the contents of the folder appears in the right side of the window, where you can select multiple things at a time. Extracting the whole of the materials folder should make it work