Black Mesa

Black Mesa

BMCE Addon - Black Mesa Character Expansion Revised
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Update: Mar 31, 2023 @ 10:31am

Changes:
- Fixed hurt construction worker having missing textures

Update: Mar 31, 2023 @ 8:45am

Changes:
- Fixed cloth normal being placed in incorrect folder

Update: Mar 31, 2023 @ 4:23am

Additions:
- Added smokey hat for guards (bonewelded prop, not bodygroup)
- Added OSHA inspectors (both normal and hurt variants)
- Added chief scientists with white shirt and light brown waistcoat, inspired by Dr Keller from HL: Decay (normal, closed labcoat casual and hurt variants)
- Added welding masks for maintenance workers (I dont mind default goggles but this bodygroup makes more sense for that one scene in Inbound)
- Added closed jacket bodygroup for jacket guards
- Restored "security" text on the back side of jacket guards and added american flag on their left sleeve
- Added logistics workers
- Added technicians
- Added cleansuit scientists who havent yet pulled the hood over their heads (inspired by Hard-Life)
- Added some of the new faces from BM:BS
- Added ID badges on safety vests (affects all models with safety vest)
- Added ID badges on construction workers
- Added ID badges on cafeteria workers (both male and female) for when they are not using aprons
- Added elbow pads for first response guards for when they use long sleeves
- Added ID badges for first response guards
- Added tonfa/tonfa holster on First Response guards right leg
- Restored firemen chief and added hurt version
- Added unique gibs for paramedics
- Added unique gibs for firemen
- Added unique gibs for construction workers
- Added unique gibs for HECU pilots
- Given Kleiner unique tie design based on the one he has in HL2 (its is not the supposed to be the exact same tie though)
- Added replacements for walkietalkie junk prop for consistency with the one guards use
- Added alternative young appearance Einstein scientist (several variations)

Removals:
- Removed toggleable tie from jacket guards
- Removed hydration pack from bodyguard vest

Changes/fixes:
- Updated jacket guard tie physics to be consistent with those other guard models use
- Fixed minor error in jacket guards uv maps
- Randomly spawned HECU should now use flipped up nightvision goggles more often (On HECU Realism models this also applies to their nightvision rack bodygroup)
- Randomly spawned HECU should now use mic bodygroup more often, including commanders (On BMCE HECU models this causes minor clipping with berets but it shouldnt be very noticable in-game)
- Officer Sisk will now have more appropriate appearance
- Slightly tweaked scientist variety in AM labs
- Promoted Eli Vance to chief scientist
- Partially fixed problem with Eli's legs
- Fixed Otis's armpits when using sleeveless bodygroup
- Changed safety vest bodygroups on 01, 02, 03, 04, 01 hurt, 02 hurt and 03 hurt casual scientists to include different tie variations
- Changed security vest bodygroups on 01, 02, 03, 04, 01 hurt, 02 hurt and 03 hurt casual scientists to include different tie variations
- Replaced second pistol holster on first response guards vest with shotgun shells
- Replaced BM logo on first response and bodyguard vests with their respective ID badges
- Replaced flashlight on First Response guards with the one used by HECU Realism models
- Fixed inconsistent pilot hand colors (credit to racer_dude)
- Fixed inconsistent first response guard stripe colors (credit to racer_dude)
- Hopefully fixed bandana HECU sometimes spawning with night vision goggles
- Rerigged female scientist ID badges to reduce clipping during certain animations
- Remade paramedic gloves
- Rerigged paramedic ID badge to reduce clipping
- Edited paramedic stethoscope bodygroup to reduce clipping
- Replaced couple reused faces of 04 models with those from BM:BS
- Replaced flashlight bodygroup on jacket guards with walkietalkie hanging from chest pocket bodygroup
- Fixed some vertex face orientation issues on HECU pilot
- Fixed deformations on cleansuit scientist leg gibs
- Fixed UV mapping issue on cleansuit scientist torso gib
- Fixed UV mapping issue on office worker leg gib
- Updated hardhat prop replacement to use OSHA, logistics and technician worker helmet textures
- Remade first response guard fingerless gloves
- Optimized cleansuit scientist model and partially fixed neck clipping issue

Update: Sep 13, 2022 @ 12:47am

- Fixed administrative bodyguards missing some textures

Update: Sep 12, 2022 @ 8:13am

ATTENTION! SUPPORT FOR ROMKA CLASSIC BMCE HECU HAS BEEN TEMPORARILY PARTIALLY DROPPED UNTIL THAT MOD IS UPDATED TO SUPPORT LATEST BMCE VERSION! UNTIL THAT TIME COMES IT IS NOT RECOMMENDED TO USE ROMKA CLASSIC BMCE HECU IN CONJUNCTION WITH BMCE:R!
Additions:
- Added support for latest build of BMCE, make sure to update it as well
- Added HECU Engineers (_01 and _02 versions). Originally this guy was supposed to be featured in BMCE itself, but was cut for unknown reasons. BMCER version of the model is fairly accurate recreation of the original model, it was based on screenshots/renders of the original model after all. HECU Realism comes with its own version of this model. Romka HECU version will be made once that mod gets updated.
- Added hurt admins
- Added bodyguards (aka men in black)
- Restored two more face textures from old BMCE versions (those being Roger and unnamed white moustache dude) for _03 models (also added one new face which was added to BMCE but wasnt added to any of the models for some reason, at least as far as I could see)
- Restored safety vest for office workers (it can now be used alongside ties, though this only really works on hurt office workers)
- Added safety vest for admins (both normal and hurt)
- Added rolled up sleeve bodygroup and kneepads for first response guards
- Added gloves and flipped up mic helmet bodygroups for HECU Pilots
- Added ID badge, gloves, stethoscope and hurt torso bodygroups (from recent BMCE patch) for paramedics
- Added ID badge and earmuff headset (latter from Black Mesa: Blue Shift) for cleansuit scientists
- Added ID badge bodygroup for female guards for when they are not using vests. Will go barely used in normal campaign but might as well add it just in case
- Recompiled female scientist to also have male scientist animations (in-game the model will still prioritize female animations as intended). this change will allow female scientist to be used in any situation where male scientist could be used.

Changes/Fixes:
- Updated thumbnail
- Numerous changes/fixes to character manifest (Fixed more cases of incorrect use of hairline_buff, fixed yellow helmet firemen going unused, more variety for randomly spawned admins, FR guards, HEV guards and HEV scientists ect.)
- Numerous characters with unique names have been given their own character manifest entries (more jacket guard, FR guard, admin and hurt Otis corpses will now appear during the campaign ect.)
- Changed ragdoll physics on all BMCER exclusive models to be consistent with those BMCE models use
- All of the ID badges have been updated to reflect current revisions of the models
- Updated guard 8point cap texture
- Updated HEV guards to have orange sides on their helmets instead of blue
- Updated HECU Pilot textures to not have culling to fix some rendering problems the model had
- Updated safety vests to not have culling to fix some rendering problems the bodygroup had
- Updated casual female scientist textures to not have culling to fix rendering bug with their collar
- Fixed some instances of guard_hurt using incorrect bodygroups
- Improved equipment variety for HECU Realism models
- Updated cafeteria male to use office worker gibs (BMCE team did the same exact change in recent patch, but I did it first so I will mention it here anyway)
- Fixed casual male scientists using guard hand gibs/Restored dedicated casual male scientist hand gibs (same case as with the one before)
- Updated first response beret texture and model to be consistent with guard beret
- Updated facial flexes on admins to match with those scientists have
- Updated _01, _02 and _03 casual scientists to use same faces as their regular scientist counterparts (previously these models lacked some of them for no good reason)
- Repositioned and rerigged ID badges on all models to make them look more natural and to reduce clipping during some animations
- Repositioned flashlights on maintenance workers so that its actually attached to their belt
- Rerigged jacket guard body
- Changed hurt guard jacket texture to use textless version since the version with text doesnt look that great (versions of these textures with "security" text on the back are still in the files, including normal maps, for anyone wishing to use them instead)

Also:
- Rechecked compatibility with BMCE HECU to stop certain specific BMCE dev from spreading false rumors

Update: Jun 21, 2022 @ 7:50am

Additions:
- Added new alternative guard short sleeve bodygroup featured in recent BMCE patch

Removals:
- Removed obsolete shirt bodygroup from guard_jacket_03, was left over from early development version of jacket guards

Fixes:
- Fixed missing face on HEV guard
- Fixed _02 and _03 scientists both reusing same texture (base_m_17_d) for one of their faces. Replaced on _03 scientists with base_m_10_d which wasnt used by any of the scientist models previously, only guard models.
- Fixed _04 skinfamily reusing some faces from other skin families, restored three faces from older BMCE versions to fill the gabs. (those faces being O'Connor, Wellington and unnamed Asian dude. Old Roger face is also in the files but currently goes unused, might be added to _03 skinfamily as it has some space left)
- Fixed walkietalkie clipping thru medicpack on First Response guard
- Fixed dublicate ID badge bodygroup on Einstein scientist
- Fixed spoop_sci bug (hopefully)

Update: Jun 20, 2022 @ 7:08am

Additions:
- Added missing _04 face (that being Orville, which was removed from BMCE in the latest update)

Fixes:
- Fixed bug with character manifest

Update: Jun 19, 2022 @ 6:02am

NOW COMPATIBLE WITH LATEST BMCE UPDATE SO MAKE SURE TO UPDATE IT BEFORE INSTALLING THIS!!

Additions:
- Added compatibility for latest BMCE update
- Added Dr. Einstein/Coomer to Anomalous Materials
- Added jacket guards (as seen in Half Life: Extended and Hard-Life). Jacket guards will appear fairly commonly among normal guards.
- Added HECU Pilots (at the moment they will only appear in ST hangar but I plant to add them elsewhere later)
- Added 8point guard cap bodygroup for all male guard models (As seen in Hard-Life). This bodygroup will not be added for female guards because of material/bodygroup limits.
- Added normal and hurt version of closed coat scientists for _02, _03 and _04 skin families and remade _01 versions
- Added Hurt Otis
- Added hardhat prop replacement which matches with hardhat bodygroup NPCs use
- Added boonies for HECU grenadiers (previously only default grunts used them
- Added medic packs for First Response guards
- Added facemask for paramedics
- Allowed constructions workers to be able to spawn alongside other NPCs (Previously they only spawned in few specific scripted instances)

Removals:
- Removed BMBS Otis (New BMCE Otis simply looks better imo)
- Removed all standalone sleeveless models because they are now handled as bodygroups
- Removed female HEV scientists (mainly because of material/bodygroup limits)
- Removed ability to toggle ID cards from most models because of bodygroup limits
- Removed rotating signs because these are now once again featured in BMCE
- Removed secret models (guess you will never figure out why they were there)

Changes:
- Replaced flipped up goggles bodygroup on all maintenance workers with hanging from neck version
- Restored original green caps for HECUs, custodians will still use black caps
- Changes numerous things in character manifest
- Updated both Kleiner and Eli models with new ties
- Changed guard vest on cafeteria males to not include tie since they never use one anyway

Fixes:
- Fixed Kleiner legs (sort of, they still arent perfect but they are better than Paynamia's original model)
- Fixed numerous bugs in the character manifest (including so, so many cases of hairline_buff flex being used on models with caps, seriously BMCE devs, how hard is it to get this right?)
- Potentially fixed some compatibility issues with Hazard Course
- Fixed custodian not being able to heal the player

Known bugs:
- Majority of ID card textures depict older revision of the models, will be fixed for the next update
- HECU shotgunners can appear wearing boonies alongside their balaclavas, not much I can do about this

Update: Jan 15, 2022 @ 3:21am

Additions:
- Added _04 skinfamily as well as all their appropriate guard and scientist models
- Added ID badges for most models (excluding cleansuits and kitchen staff)
- Added extended support for latest version of HECU Realism (if already using it, update it)
- Added scientists with closed labcoats
- Added modified version of Improved Kleiner (by Paynamia) which now has ID badge
- Added modified version of Improved Eli (by Citizen⁵) which now has ID badge
Removals:
- Removed scientist_einstein and guard_benrey (phased out in favour of _04 skin family)
Fixes:
- Fixed HEV scientist animations
- Fixed numerous bugs in character_manifest.txt

Update: Dec 8, 2021 @ 8:58am

- Hotfix for missing first response guard glove textures