Black Mesa

Black Mesa

BMCE Addon - Black Mesa Character Expansion Revised
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DWBoyGamer  [developer] 29 Nov, 2024 @ 12:36pm
BMCER three years anniversary uncut changelog
BMCER THREE YEARS ANNIVERSARY UPDATE!
ATTENTION!!!
In this update we decided to take BMCER to more stylized direction to better match the general GoldSrc aesthetic without completely abandoning the more grounded style of BMS. This also serves as way to better differentiate BMCER from BMCE and other mods. For this reasons we have chosen to remaster most of the textures not only from BMCER itself but also ones from BMCE to better fit this new direction. Generally this means textures are changed to better resemble something you might see in GoldSrc game, even if only in spirit. Scientists have been changed to have desaturated labcoats, light red-ish brown pants and very slightly green-ish blue shirt. Guards have gotten their HL1 color scheme back (plus no more yellow lines on pants) in addition to getting breast pockets on their shirts. Their vests is now much darker shade as well as higher quality and they were given much more futuristic looking helmets with HL1 style chrome top and Hard-Life style side notches. Please be adviced, these textures are now part of the intended BMCER experience, and while number of them have been placed in separate folder for easier removal by people wishing to do so, this is not supported by us and will result in various inconsistencies if not outright bugs. As hinted in the previous sentence, we will not offer are meaningfull support with bugs resulting from not wanting to use these textures and we have no plans to revert back to using the original ones.
Additions:
- Added Racer as BMCER author (he has been one for a long time but time its to make it official)
- Added F5Man as BMCER author
- Redesigned all ID badge textures (credits to Renandantas)
- Added chinstraps for all security helmets. Also includes non-security officer models with these bodygroups.
- Added US flag on the left sleeve of regular guards, female guards, Otis, Transit Authority and First Response security and guard zombies. Various other models have gotten flags on their sleeves too, but on guards specifically this is a model side change
- Added/restored shoulder mics on walkie talkies as seen on Black Mesa alpha security guards. This includes all models with walkietalkie hanging from the belt. Based on design seen in first BMS trailer. Mic itself uses leftover textures from said design. Also updated shoulder mic and walkietalkie hanging from paramedic belt for consistency.
- Added high vis vest, hardhat and flashlight bodygroups for paramedics
- Added First Response security tactical flashlight on fireman to replace old GTAV version of it. It is now usable separately from tank and can be toggled to be walkie talkie instead
- Replaced empty pack_hips bodygroup on First Response security with taser/handcuffs combo, shotgun shells now only appear alongside medpouch
- Added balaclava, goggles, goggles on helmet, shoulder pauldron and vest with crotch guard bodygroups for First Response security. For that proper tactical SWAT look
- Restored ties on First Response security (is it weird to have both this and balaclava? Kinda, but who cares its game about alien invasion and government coverup. At least its plausible)
- Added FRTOU text on the back on First Response security vest (This stands for First Response Tactical Operations Unit, which is the offical designation for BMCER First Response. This change has been made as attept to make people realise FR are NOT high clearance security. This is not and has never been the case. We,BMCER dev team, have always thought of FR as SWAT of Black Mesa, and we would appreciate if people stopped treating these models as anything else)
- Added PCV charge port on the back of First Response security and bodyguard vests (yes, we now categorize these as PCV protypes/variations). Also adjusted First Response security hitboxes to account for the fact they are now wearing PCVs.
- Added tools-on-belt and toolbelt bodygroups (yes these are two separate things in this case) for construction workers. Actual belt of tools-on-belt would be hidden underneath the shirt so its not visible
- Added worker gloves on maintenance, engineer, logistic, technician and construction workers
- Added yellow platic gloves on custodians
- Added black plastic gloves bodygroup on all open and closed labcoat scientists. Inspired by pre-release content of HL1
- Added unique "Men In Black" style suit textures for bodyguards
- Added boneweldable chef hat prop for use by cafeteria worker falling down the elevator shaft
- Added numerous new face textures by DWBoyGamer, Racer, Monolith Fanatic, F5Man, Sculpeysculptor, Joawnai and HECU Collective (CamoBradley, Bradley, Brad, Benny, benny_02, Raphael, Mitchell, Tower, Adrian_alt, 03_hecu, 05_alt, 06_HECU 06_alt, 08_HECU, 11_HECU, 15_alt, 16_alt, 17_HECU, 18_alt,, 23_HECU, 24_HECU, 25_alt, 25_alt2, 32_alt, 32_alt2, 36_alt, Zuther, Zlick, Zozenberg, Beardman, Tuhatkauno, Adam, randomolddude, Mr_Classic, Mr_Clean, Ted, Darnold, Sideburns, Agamemnon, Backlash, Dimitri, Lumberjack, Charlie, Shackman, Shackman_♥♥♥♥edup, Knot, Redhead, Kevin, Xlady, einstein, einstein2, einstein4, DW, hpcheckpoint, Harold_clean, Otis_old_alt, fakeadrian, Lake, ranger and base_9341)
- Added model replacement for Inbound Gus for Inbound Revamped mod. He has revised hardhat, ID badge, tucked pants and larger stomach for extra accuracy
- Added goggles-on-neck bodygroup alongside goggles-on-forehead on all models with goggles and restored goggles-on-forehead bodygroup for workers.
- Added equipment belt and tactical flashlight bodygroups for cleansuit scientists to create proper "cleansuit workers". This change was made as we felt there needed to be clear disctintion between cleansuit SCIENTISTS seen in lab environments and cleansuit WORKERS seen in maintenance areas. ID badge will be switched to cleansuit engineer ID when using equipment belt. The belt includes geiger counter and two equipment pouches.
- Added earpiece bodygroups for all cleansuit and HEV models
- Added grenades on belt, lore accurate green pouches, toggleable mic, combat knife, lore accurate NVG and jiggleboned ponytail, revised headset, HL Extended style crossbow quiver, gibs and two alternative mask designs for Black Ops Assassins. Exposed face one goes unused, and was added mainly as modders resource. And before someone asks, no, we are not giving them jiggle physics for obvious reasons.
- Black Ops Assassins now have properly textures faces under the mask
- Redone Black Ops Assassins hitboxes to be bit more "forgiving" as preparation for another mod I plan to release sometime in the future
- New classic style animations for Black Ops Assassins (credits to Sculpeysculptor and Taras_F97)
- Added support for Xenians Variety Pack. We are not interesting in adding more Xenian variety to BMCER itself, so this is the next best thing
- Scientists seen on rotating signs now sport higher variety of ties
- Redone First Response security medpouch textures (credits to Racer)
- Added cleaning rag and set of keys on custodians belt
- Added snap-on fasteners on regular guard, Otis, female guard, Transit Authority, First Response security, paramedic, custodian, technician and male cafeteria worker caps
- Added patches on regular guard, Otis, female guard, Transit Authority, First Response security, paramedic and casual fireman caps.
- Added unique textures for firemen gloves (also added hurt version)
- Added jetfighter pilot helmet bodygroup for HECU pilots (currently goes unused, added in preparation for another planned update/as modders resource)
- Added unique gibs for admins/bodyguards, senior scientists and male cafeteria workers
- Added normal maps for hurt office workers, hurt OSHA inspectors and casual female scientists
- Added security guard variant with safety vest, hardhat, worker gloves and earmuffs on security cap bodygroups. Based on cut BMCE content. Added to fill in the role of "Transit Authority"
- Technicians now have their own cap color
- Added First Response security riotshield and telescope baton as boneweldable props, will be used exclusively on corpses due to numerous clipping issues these cause on living NPCs during animations
- Added clipboard, pen and pencil as boneweldable props. All will be attached to character's hand
- Added glasses on forehead as boneweldable prop for use by scientists
- Added security flashlight as boneweldable prop. Will be attached to character's hand instead of their belt
- OAR Shack guy now has unique hurt face texture and tilted aviators for his dying appearance (clean version of the face is used for the non-hurt version)
- Added equipment belt and equipment belt with fireaxe bodygroups for firemen. Belt still retains geiger counter from cleansuit models, since firemen of Black Mesa could actually have need for one
- Added sand colored firefighter hood for firemen. Also fixed mask and goggles to not clip with this
- HEV scientists now use orange Lambda hardhat isntead of usual white Black Mesa hardhat
- Added back-of-head support thing for all hardhats (yea I dont know what its actually called)
- Restored flashlight on jacket guards
- Added belt clips on all security flashlights. They no longer just float below the belt
- Added hurt walkie talkie textures on all hurt models
- Added hurt helmet textures on all hurt guard models
- Added harnesses on engineers inspired by the ones present on HL1 Alpha construction worker model. Also includes the backpanel seen on the previously mentioned model. We dont know what the devices purpose in HL1 Alpha was, but we consider it as back mounted lifesign monitoring device. Also added it for engineer gibs and zombie.
- Added lab safety goggles as boneweldable props for use by scientists
- Added respirator mask bodygroup for custodian, construction and maintenance workers
- Added formal and casual fireman. Both currently go unused during the campaign but can spawn randomly
- Added green sides for First Response security helmet. Grey sides are still kept on bodyguard helmets
- Added security vest on top of closed jacket bodygroup for jacket guards (credits to F5Man)
- Added unique protective goggles on all worker models, Transit Authority and OSHA inspectors (credits to [BWA] Black)
- Added Black Mesa security pilot (skins 20-29 on HECU pilot, credits to F5Man and Racer. Currently goes unused, added in preparation for another planned update/as modders resource)
- Added option for untucked "mall cop" style pants for regular guards, female guards, Otis and Transit Authority
- Added plastic covers for cleansuit ID badges (credits to Racer)
- Added overweight scientists (open coat and casual versions, credits to Joawnai)
- Added wristwatches for some guard/casual scientist models as well as paramedics
- Added syringes for firemen and HEV scientists (with this change, OSHA inspectors are the only model without syringes)
- Added golden string thingies (idk what they are called) on guard smokey hat
- Added female senior scientists with light green shirt and light brown skirt (based on HL1 alpha female scientist). Female counterpart to the sweater vest male scientists. Can spawn randomly.(credits to F5Man for proof-of-concept)
- Added female cleansuit scientists. Can spawn randomly. (Credits to F5Man for the models and proof-of-concept)
- Added female jacket guards (Credits for F5Man for the models)
- Added Revised HECU model replacements (reworked BMCE HECU models, credits to F5Man for most of the new stuff they have)
- Added landwarrior system headset for 01 HECU models, for consistency with HECUR models.
- Adjusted HECU bodygroup order to be more consistent with HECUR models (Doing this the other way around aka adjusting HECUR bodygroup order for consistency with revised HECU would have been more work due to our character manifest having been designed mostly with HECUR in mind from the start)
- Added Department Of Energy badges on 02 HECU models and USMC badges on 01 HECU models. With this change, 01 HECU are now considered the cleanup crew and 02 HECU are considered the on-site military. This also serves as our way of implementing "realistic research facility security forces".
- Added goggles on helmet, walkietalkie, flashlight, combat knife, reshaped holster, rucksack, HECU badge, tactical watch on short sleeve bodygroup and geiger counter on all on HECU models
- Added PCV chargeplate on 01 HECU, for consistency with HECUR models who only have PCV on 01 models as well. Comes with unique black vest texture as well as adjusted hitboxes to better indicate they are indeed wearing PCVs.
- Added urban camo helmet textures for 01 HECU. To make them feel more distinct from 02 models
- Added toggleable shoewear for casual scientists (dress shoes/sneaker) to allow for lore accurate casual scientist
- Added two previously missing tie designs for casual scientists
- Added pens in chest pocket bodygroups on all open and closed labcoat male scientists
- Added toggleable plastic gloves and sneakers for male cafeteria workers for consistency with the female models
- Added visor cap for male cafeteria workers, inspired by Monolith Fanatics Alt Worker Cap mod
- Added blue 02 HEV guard (yes, after all this time) by using security HEV textures originally made for unreleased Black Mesa: Azure Sheep part 2 (Thanks BlackPriest for putting me in touch with these). Gloves and front panel have been edited to address UV bugs and consistency issues but body textures themselfs are unchanged.
- Added HECU robogrunt as see in censored german version of HL1. Includes unique voicelines which do not replace already existing HECU lines and unique idle animations (credits to Sculpeysculptor on both). Robogrunt only spawns in handful of scripted locations to allow for the system used for unique voicelines to work and to keep their placements logical. Robogrunts hitbox allows only their neck area, kneecaps, elbows and head to be damaged, with their single red eye and antenna being weakspots. Their animations have also been adjusted to prevent them from playing series of custom flinch animations (for compatibility with possibly upcoming mod from me). Comes with shotgunner, medic and grenadier variants.
- Added some extra eye color variety for various models
- Added welding mask bodygroup for construction workers
- Added helmet visor bodygroup for fireman
- Added suspenders bodygroup for office worker
- Added sanitation worker overalls bodygroup for custodians
- Added security badge on the right sleeve of regular guards, female guards, Otis, Transit Authority and First Response security
- Added tie clips with BM logo for regular guards, female guards, Otis, Transit Authority and First Response security
- Added buffed/3d shoulder thingies (not sure what they are actually called) for regular guards, female guards, Otis and First Response security
- Added rolled up sleeves alongside already existing short sleeves for office workers
- Added striped shirts in addition to already existing ones for male office workers. Inspired by BMCE pre-release content
- Restored gasmask bodygroup for cleansuit scientists. Early version of this bodygroup was present in some older builds of BMCER when I had accidently left it in.
- Added DOE HECU security force pilot (skins 10-19 on HECU pilot)
- Added shoulder pauldron with "BMSD" text and Lambda Security badge for 01 HEV guard. This change was made to have proper distinction between HEV guards and -scientists in Lambda Complex since they both use orange suits.
- Added shoulder pauldron with "BMSD" text and Biodome Security badge for 02 HEV guard. This change was made for not only consistency with 01 HEV guards, but also because we felt like aesthetics vise blue HEV suit is best suited for Biodome Complex
- Added "SECURITY" text on the front and back of HEV guards, for further differentiation
- Added backwards HECU grenadier cap bonewelded prop, for use by HECU grenadiers
- Addes high vis security vest and hardhat bodygroups for First Response security, for use by non-combatative FR engineers and FR officers directing evacuees.
- Added three more tie bodygroups and toggleable tieclips for admins
- Added tucked pants bodygroup for maintenance-, custodian-, engineering-, logistic and technician worker, inspired by HL1 forklift driver and HL1 Alpha construction worker
- Added model replacement for Inbound Barney from Inbound Revamped. The gear on the model, albeit unused in-game, has also been updated to be consistent with our other guard models for use outside of the game.
- Added unique, younger looking face for security officer Sisk in QE. Based on younger appearance of his voiceactor as well as namesake (credits to Sculpeysculptor)
- Added Xen survey team member scientist without a HEV suit. Appearance based on early HL1 concept art of a scientist in scifi outfit rather than a labcoat (aka sci2 or "blue scientist"). This model is intended to be used in Xen research outpost when ever we get around to making map replacements for BMCER, but currently only appears as easteregg as one of the suspended NPCs in Interloper. Model features toggleabe gasmask, chemical hood, additional belt gear and gloves. This model will not be allowed to spawn randomly due to them being unfitting for most of earthbound levels.
- Added zombie fireman as preparation for not only the official BMCER map replacements but also Joawnais BMCE style FAF Chapter Overhaul (credits to Joawnai for the base model and F5Man for chestmaw edit)
- Modified version of Extended Captions and Dialogue mod by CitizenFive is now integrated as part of BMCER. This is because the addition of robogrunt lines made BMCER incompatible with anything that changes response rules and talker files.
- Added ID badges for scientist/casual scientist/office worker/cwork/custodian/engineer/cleansuit and guard zombies
- Added female security beret as boneweldable prop (Credits to F5Man)
- Added urban camo bandana for 02 HECU
- Added jiggleboned chin strap to the guard helmet junk prop. Not perfect but should be at least somewhat convincing
- Added BMCER style Gman model replacement. Uses Paynamias Enhanced Gman model as a base. Includes HL1 style deeper blue jacket with golden buttons and plus Black Mesa administration/DOD collar pins and his face has paler skin and darker hair. Has black suitcase with lore accurate Black Mesa logo with fixed the UV mapping to have the logo not be mirrored on the other side. Materias for his clothing and accessories have also been adjusted to be consistent with BMCER. This may be turned in to a separate download in the future if there is enough demand for it.
Last edited by DWBoyGamer; 29 Nov, 2024 @ 1:02pm
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Showing 1-2 of 2 comments
DWBoyGamer  [developer] 29 Nov, 2024 @ 12:37pm 
Changes:
- Misc. character manifest changes and improvements to make use of all the new models and bodygroups
- Updated UV mapping of guard holster straps to utilise their "intended" textures seen in early model renders of retail BMS security guard. It turns out the game included proper textures for them all along, they just went unused for some unknown reason.
- Updated security guard normals to have less shiny pants
- Updated guard holster to include properly modelled Glock (Uses 2012 BM Glock worldmodel. No, we are not changing it to use 2015 version or any other model)
- Updated guard 8point cap, jacket guard sleeve and guard/ First Response security beret badges (credit to Racer)
- Updated guard 8point textures to have less artifacting
- Updated paramedic bodygroup structure to make hurt variations be dependent on skins. Also stethoscope is now part of chest bodygroup set
- Updated First Response security pants to look more baggy to make them look less out of place alongside the vest
- Updated First Response security to have extendable baton instead of L4D2 nightstick
- Updated First Response security to use cleansuit gasmask instead of M-40 gasmask HECUR models use. Also fixed the gasmask clipping thru NPC head when used without a helmet
- Wounded First Response security will now use separate hurt vest and equipment textures
- Remade admin textures to be higher quality
- Updated guard textures to include deeper blue shirt with chest pockets, blue stripeless pants and desaturated boots.
- Updated guard helmet to be higher quality, include Hard-Life style side notches and shiny chrome top. also updated the walkietalkie and flashlight textures to be higher quality
- Updated scientist texture to include light green-ish blue shirt, desaturated labcoat and red-ish brown khaki pants as well as blue socks for females. Also affects male senior scientists who also got desaturated, greyer shirt and brighter sweater vest. Also changed zombie textures for consistency.
- Redone cafeteria worker textures to have considerably less artifacting (In fact I really dont know how there was so much of it in the first place)
- Updated paramedic textures to use new badges designed by Racer
- Redone technician and logistic worker textures to have less artifacting
- Redone First Response security textures to have considerably less artifacting and to make them higher quality
- Updated welding mask on maintenance workers, technicians and engineers to use updated version of the model from BMBS and added raised version of it as bonewelded prop
- Adjusted various materials to use phong shading/restored it in cases where it was already present in material file and was simply commented out
- Non-hurt fireman now uses cleaner glass texture for the mask and goggles
- Pen behind ear is now boneweldable prop
- Updated HECU pilot hands/gloves to be consistent shape with other NPCs. Also optimized glove texture sheet to be use less space without sacrificing any of the quality
- Most scientists/guards without map dictated appearances will now have scripted appearances to avoid unfitting placements (ahem, cleansuit scientist in Office Complex Im looking at you)
- Restored Hunter being a smoker as evidenced by cut voicelines (does not restore said cut lines though)
- Redone ID badge materials
- Retextured First Response security kneepads and desaturated the vest
- Revised casual female scientist shirt model to be more consistent with one seen on open labcoat version
- Updated hardhat junk prop to use updated hardhat textures/materials plus added paramedic and security hardhat textures to it
- Reworked casual bodyguard bodygroup to include holster that would be hidden under their jacket otherwise
- Remade office worker gibs to be consistent with the 2022 office worker models
- HEV guards and scientists now use 2015 HEV suit model (2012 suit models will be released as optional download for those wishing to use them instead)
- Office worker high vis vests now includes ties similar to casual scientist versions
- HEV guards, First Response security and bodyguards now have visor helmets without visors with their attachment points still visible instead of normal guard helmets
- Optimized welding goggles to only use one material while still retaining the shiny lense
- Retextured construction worker sneakers to match with those worn by casual scientists in Half Life Blue Shift
- Bodyguards now use same hardhat and high vis vest textures as Transit Authority
- Reworked cleansuit scientists who havent yet pulled the hood over their heads to no longer draw inspiration from Hard-Life, but instead it now more closely resembles their OpFor concept art design (still not perfect or completely logical by any means but at least there is no more magically disappearing glass panel)
- Repositioned ID card on vestless guards to have it make more sense with their new body textures
- Remade female office workers to be more consistent with their male counterparts (credits to F5Man). Includes both pants and skirt variations.
- Updated rotating signs to reflect our new character designs (Barney is now the poster boy)
- Restored guard vests and helmets for male office workers (as seen in pre-2022 BMCE)
- Optimized syringe materials
- 02, 03 and senior casual scientists now have rolled up sleeves instead of short sleeves for variety sake
- Construction workers now have yellow hardhats to indicate their "worker" status as well as light brown boots and restyled vest with BMRF text on the back
- Female guard 8points are now handled as bodygroups
- Made female guards have all the same haircuts as female scientists
- Revised female guards without vests to have jiggleboned ties similar to their male counterpart for consistency with their vest bodygroups which do in fact have ties
- Replaced headphones on cleansuit scientist with HECU headset
- Male cafeteria workers now have rolled up sleeves instead of short sleeves bodygroup
- Eli Vance now has Hardvard tie (credits to Racer)
- Kleiner now has closed labcoat (credits to F5Man) and red pen in his chest pocket
- Revised the design of security text on the back of jacket guard jacket
- Added "survivalist" bodygroups for hurt labcoat scientists, hurt casual scientists and hurt guards. This means bandages, partially untucked shirts and flashlights hanging from belt (latter for hurt casual scientists specifically). Configuration of these bodygroups differs from model to model.
- Increased mass of HEV scientists/guards to account for the fact they are wearing literal suit of armor
- Reworked fireman bodygroup order
- Updated fireman textures to be higher quality as well as to better match with the style of rest of the mod
- Updated cwork/engineer/custodian/technician/logistics worker textures to better match with the style of rest of the mod
- Resized sleeve badge on jacket guard jacket
- Rezised and rerigged First Response security vest to reduce clipping with certain animations as well as to no longer have it look like First Response were wearing vests that were few numbers too large for them.
- Restored ability to toggle First Response security PCV off (doesnt affect their hitbox). This change means casual First Response security officers are now a thing once again, but they are currently only used by randomly spawned guards.
- First Response security knee- and elbowpads as well as fingerless gloves are now toggleable separately
- Renamed pack_hips to FR_gear on First Response security. Also added blank version
- Reworked maintenance-, engineering-, custodian- technician- and logistics worker high vis vests into proper worker vests, including partially 3D pouches
- Given unique high vis vests for scientists, office workers and admins/senior scientists
- Restored green hardhat for office workers (as seen in unused content of earlier BMCER versions)
- Maintenance worker walkietalkie is now hanging from chest pocket instead of belt
- Reworked the original HECU pilot textures in to HECU cleanup crew pilot (skins 0-9 on HECU pilot) textures
- Flipped positions of ID badges and uniform badges on cwork and technician for consistency with other worker model as well as for better compatibility with new walkietalkie placement
- Reworked US army Blackhawk from Inbound Revamped in to Black BMRF Blackhawk
- Osprey pilots from Osprey Fixes mod will now use HECU cleanup crew pilot textures
- Reworked HECU caps to have "net back" and empty velcro strap (applies for both the bonewelded props and HECU engineers)
- Minor UV map improvements to Black Ops Assassin to make her holsters and belt look more lore accurate
- Redone hardhat materials, they are now shiny just like the BMBS and vanilla hardhats
- Remade admin tie textures and made their materials consistent with those of office worker and scientist ties
- Remade workers boots of maintenance-, custodian-, engineering-, logistic and technician worker to be consistent models vise with those worn by construction workers. Maintenance- and technician workers were given lore accurate brown boots, logistic workers were given sand color/green boots and engineers/custodians keep black boots (credits to Racer and Monolith Fanatic for the textures)
- Remade jacket guards to be more fitting for New Mexico temperature (regular windcoat, similar to what police officer might wear, instead of old school military jacket)
- All face textures now include detail textures
- Most body textures now include detail textures
- Replaced some face textures that werent fitting for scientists on 01-04 models with more appropriate ones
- Resized all the ID badges to be bit larger to have them look more believable and scale better with the characters hands
- Remade Einstein scientist head textures and model (the hair is no longer one solid mesh
- Remade Kleiner tie
- Updated Eli and Magnusson faces to make them look bit more like their respective GoldSrc scientist counterparts after whom they were based on, Luther and Slick
- Einstein scientist can now spawn randomly, albeit with very low spawn chance
- Reworked worker caps to have white front with Black Mesa logo and "net back". Overall color of the cap depends on the model, grey on custodians and cafeteria workers, black on logistic workers and blue on technicians.
- Reworked cleansuit model to be more lore accurate by having bolts on visor frame, larger cable with non-centered attachment point and proper cuffs. Includes human models, zombies and gibs.
- Reworked guard vests to be more HL1 styled (applies to all human models with guard vest + the bonewelded prop)
- Reworked base_tommy face to more closely resemble HL1 Slick scientist instead of just being base_m_09 with black hair.
- Reworked base_kyle face to have more detailed eye brows and less weird beard
- Reworked OSHA inspectors to have polo shirts as well as toggleable jackets and worker gloves. Also combined hurt and non hurt models of them in to one for optimization purposes.
- Reworked Inbound Barney face to be higher quality, mix between upscaled Paynamia's BMS Barney and DP Films HD Barney
- Redone OSHA vest and hardhat. The vest is now different style than the ones used by Black Mesa staff and hardhat is based on its real life counterpart.
- Screen of non-broken walkietalkies now glow in dark. Applies for all models that dont have cracked walkietalkie screen, including the junk prop
- Scientist/casual scientist/office worker zombie shoes are now bit higher poly for better consistency with the human models
- All HECU except engineers now use fingerless gloves
- Updated breen_bms model to be be consistent with other admin models
DWBoyGamer  [developer] 29 Nov, 2024 @ 12:37pm 
Fixes:
- Mics. fixes to character manifest
- Fixed long standing issue with bottom two pouches on First Response security/bodyguard vests getting malformed during certain animations (vest itself still gets slightly malformed, its not possible to fix this entirely without completely remaking the whole thing)
- Fixed issue with bodyguard earpiece missing its lightwarp
- Fixed minor clipping issue with fireman neck
- Fixed minor issue of odd looking mesh on cleansuit scientists neck
- Fixed smoke and light particles not emiting from correct position at the end of guard cigarette
- Fixed minor UV mapping issue on First Response security tactical flashlight
- Fixed minor UV mapping error on security flashlight
- Fixed HEV guard holster clipping thru the leg
- Fixed clipping issue with HECU pilot helmet and body
- Fixed rigging issue with HECU pilot wrists
- Potentially fixed NPCs being gibbed by crashing elevator in UC map A being able to crash the game
- Potentially fixed NPC being gibbed by running in to a tripmine in WGH map A being able to crash the game
- Fixed scientist ties not using their intended normal maps (previously only office workers had them), by extension this change also restores their unused phong shading
- Fixed closed coat scientist normal map having shirt buttons in wrong places
- Fixed missing phong shading on non hurt firechief helmet
- Fixed minor UV map and optimization issues on First Response security and bodyguard vests
- Fixed various UV mapping and topology issues on jacket guard jackets
- Fixed major UV mapping issue on guard helmets. This wasnt huge deal on vanilla or BMCE models but was extremely noticable due to chrome top guard helmets now have
- Fixed more instances of incorrect hairline_puff usage
- Fixed minor rigging issue on paramedic body
- Fixed female office workers going completely unused albeit with a new, revised model
- Potentially fixed an issue with female guards not being able to pull out their gun correctly
- Fixed minor optimization issue on male office workers
- Fixed the goggles scientist entries not always spawning with goggles (I hope someone got fired for that blunder)
- Fixed minor shading issue caused by odd use of sharps on all guard helmets
- Fixed female guards using female scientist gibs and not guard gibs
- Fixed administration personnel not being able to give player drugs (restored syringes for admins)
- HECU should no longer spawn randomly with flipped down NVG (this is to prevent them from burning their eyes by using NVGs outdoors or otherwise well lit areas).
- Fixed Neil face going unused due to a typo
- Fixed UV and sharp issues with the guard helmet junk prop to make it more consistent with the one used by human models + added jiggleboned chinstrap to it
- Fixed guard helmet and vest junk prop materials being inconsistent with the ones used by human models
- Fixed minor rigging issue with Black Ops Assassin vest
- Fixed hurt 02 admin going unused
- Fixed handfull of boneweight and rigging issues on admins
- Fixed severe clipping issues with casual senior scientist male sweater vest
- Fixed HECU pilot using incorrect eye materials
- Fixed female guard not being able to spawn randomly and added unique voicelines for them (credits to F5Man)
- Fixed custodian zombie having tools-on-belt despite its human counterpart not having it
- Fixed missing phong shading on cleansuit scientist zombie
- Fixed missing alpha channels on casual scientist and office worker zombie sleeves leading to them looking cleanly cut
- Fixed long standing clipping issue with open coat female scientist cuffs during certain animations
- Fixed cafeteria male tie being slightly malformed on the guard vest bodygroups
- Bodyguard PCV and high vis vest are now usable only alongside the closed coat bodygroup to fix very noticable clipping issues
- Fixed First Response security ID badge materials being inconsistent with those of other models
- Fixed female guard ponytails lacking jigglebones
- Fixed long standing issue with scientist zombie labcoat clipping with not only itself but also the legs. We are very much aware that BMBS added custom scientist zombie model with jiggleboned labcoat that sort of also fixes this problem, but we deemed that model to be way too janky for our taste so we decides to just fix this on the original model instead.
- Fixed boneweight issue with cleansuit scientist zombie fingers
- Improved UV mapping on high vis vests

Removals:
- Removed hydration pack on First Response security vest
- Removed 2nd body bodygroup from logistic workers as this had very noticable and unfixable clipping issues with the new worker gloves
- Smithers no longer wears HEV suit, meaning all the scripted HEV NPCs now appear in LC
- High vis vest is no longer usable alongside freely swinging ties on office workers
- Removed 03 HEV scientist as unnecessary
- Removed pen behind ear bodygroup from all models as unnecessary to free up some extra material space
- Removed the original mask design of Black Ops Assassins seeing as its no longer useful with the new NVG design hiding the eyes even when using the partially-exposed-face mask anyway
- Removed Gordon face from all 04 models
- Removed osha_inspector_hurt model as unnecessary
- Removed a rather childish and nasty easter egg left by one of the BMCE developers who I will not name here simple due to the fact that calling them out by name would make me fall to their level, but I have very good idea of who it was


Additional notes:
- Map replacements/additional zombie variants are still planned, they were just not the priority for this update
- We are still not interested in making BMCER consistent with BMBS or any other campaign mod. Use F5Man's BM: Blue Shift Styled Wear mod instead
- We are still not interested in reverting any of the models to their pre-2022 update versions
- We have no plants to revert any of the visual changes done in this update
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