Run. Think. Shoot. Live. Source. Black Mesa is the Half-Life 2 total conversion of the original Half-Life game. Utilizing the Source engine and its endless array of possibilities and powers, Black Mesa will throw you into the world that started the Half-Life continuum and introduced Gordon Freeman to the world as a gun-toting, bullet-dodging Ph.D. in Theoretical Physics.
These reworked HUD Icons. Added an icon for the new animations IIopn released. I can understand why the default icons were so simple, I don't blame the dev team for just using the concepts as icons since they get easily distorted.
If you prefer to keep the game as vanilla as possible but still have accurate weapon icons, try giving Zeroize0's "Weapon selection hud fix" a try.
I can understand why the default icons were so simple now that I've tried to make them myself.
It's hard to judge what size of image will be distorted into a pixel-y mess, not to mention keep the file size down, so I don't blame the dev team for just using the concepts as icons.
The icons I made for Iiopn's releases were kind of rush jobs, and some guy commented about how they didn't match the defaults, so I decided to make these and redo the old ones too.
I also tried redoing the ammo icons in a way so that they weren't pixelated, but unfortunately the way the game downsizes the images, in addition to the scanline hud overlay, creates pixelation no matter what. If someone can make better ammo icons that'd be cool.
As an added bonus I decided to upload some extra files
Vanilla rimlighting for the new revamp models. (This will also tone down the spas' reflections, add reflections to the m9, deagle, and crowbar, aswell as add the missing gloss map to m4tl0ck and thanez' new HEV arms) INCLUDES NEW NORMALS FOR SCHMUNG'S MP5 EOD
If you don't know what rimlighting is, it's a newer source engine feature that first appeared in tf2 and the left 4 dead games. It uses the phong mask to create a backlight when a model is held to a light source and also works as an outdoor overhead lighting effect- simulating an environment tint from the sky when you're outside, and any other environment lighting in the area. Hypothetically you could substitute static world lighting on skins and instead just use this feature. While it seems like a great idea, the truth is it was valve's way of attempting to cover the source engine's age in comparison to the newer next gen engines out today. For a visual comparison there are images included in the download.
If you haven't noticed, the music in black mesa is loud as hell and the music volume slider doesn't do squat. These are music files with their volume level halved, and in a vorbis format. (if a moderator needs to remove this link for whatever reason, feel free to.)
Black Mesa Sound Script Fix.zip
A couple of black mesa scripts cause sounds to overlap each other and cut each other off, these scripts will fix those problems as well as keep the HEV weapon select blips from cutting off the weapon reloading sounds.
The original files for the weapons, their textures, game scripts, and sounds. Save this somewhere so if you ever need to go back to the default you won't have to redownload the entire game.
Yes, I did dream that too.
What's big, hard, and full of seamen?
A SUBMARINE!
So apparently the default mp5 grenade world model has more detail than it lets on, but got stuck with a placeholder texture that makes it look like shit.
I swear this is the last one!
Okay, I changed the ammo icon now too.
the millionth update for no apparent reason
Sometimes, I dream about cheese.
Right then
Added for IIopn's upcoming release
Probably the last update unless IIopn actually releases his mp5 animations
It took me a hundred fuckin' tries but I finally got the m4 and revolver to look right
Made newer icons for IIopn's releases since my other ones were shit, redownload the archive if you want them.
I forgot to put the crowbar icon in the archive and luckily I wasn't THAT stupid and saved a template of the thing.
Average
8.97 votes submitted.
Amazing Job!
Personally I don't like the positioning of the icons for the satchel charges and tripmines, as they do not illustrate what they are as well as the vanilla ones. The vanilla satchel charge icon is positioned in a way similar to the first person view model, so you can easily recognize it from a glance, and the tripmine looks like the sort that you can find in the world, on walls and etc.
With the new ones, they just look like complex shapes, which may often lead to the user asking himself "what's this one again?" Which is bad, because these weapons are often overlooked.
Same goes for the crowbar, but that's the first weapon the player gets, so whatever, not a problem.
old crowbar looks better
That would be my criticism as well.
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