BMS Spas-12 Shotgun (HQ)

A Skin Mod for Half-Life

Updates

Update 1 8d
  • Optimization The Sentry Model has been re-ported with the "Auto Smooth" feature off.
  • Addition Related screenshot added.

Thanks to AleKK and CS PRO for informing me about "Auto Smooth" feature!

From now on, I will re-port the ported world and player models.
In next times, previous submissions may update one by one.

Black Mesa:Source Shotgun model for Half-Life 1.

NOTE: Although this model has already been made by others,
I ported this model by myself.


Video:




Full image (PNG)

Suggested submission: BMS-The 4 Weapon's Alternatives Pack

Failed Todo: Work on FOV distance of "view model" 



I didn't get the positive result from Shotgun's FOV distance of "view model" work.

When you use shotgun in Half-Life, if you want shotgun's view to look same as in BMS, you must enter a value below 70 in the "default_fov" command to console. However, this will also reduce field of view.

If you find a solution about this, you can write me.



Contents:

-View models (v_shotgun) (There is also an alternative version in alternative archive.)

-World Models (w_shotgun*(There is also a "low number of triangles" version), w_shotbox, shotgunshell, scigun)

-P_Model (p_shotgun)
-Sounds (Shotgun Sounds, Alternative reload sound, Shotgun shell sound)

-EXTR: BMS Ground Sentry (HQ)

[EXTRA] Sentry's Features

-It uses Half-Life animations.
-It has variable screen.

When it is off or on and deploying or firing it writes [Ready] on the screen.

When it dies, it writes [Error] on the screen.

Features:

-Texture quality is increased and protected.

-Muzzle Flash has been developed.

-Added HumanGrunt with Shotgun (HL,Op4,Blue Shift) (ONLY FOR HD MODELS)

Softwares used

-Gimp 2.0 (Texture edit)

-Studiomdl (Model Compile)

-Crowbar (Model Decompile)

-Milkshape 3D 1.8.5 BETA (Split the model)

-Audacity® (Convert sounds)

Hope you like it.

(If you have a problem with the model, you can write me your problem.)

Files

  • Bobito Pawner avatar
    Bobito Pawner username pic Joined 9y ago
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    3d
    About the FOV thingy, from what it looks on the BMS picture above, you can imitate it by rotating the view model using a QC command, putting it at the end of the line of each animation sequence.
    Preserving the Word avatar
    Mantra
    Preserving the Word
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  • Thedarkcube avatar
    Thedarkcube Joined 11mo ago
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    I think in order to make the fov right you should've made de shotgun model smaller instead of the fov higher
    Sleepy boi
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    Ring-A-Ding Rampage avatar
    Ring-A-Ding Rampage
    (づ。◕‿‿◕。)づ
    27d
    BTW the textures are undoubtedly HQ but without baked lightning, it looks bad on GoldSrc. You can see for yourself in the comparison screenies above.
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    Mantra
    Erode using Code
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    wish me luck
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    28d
    Great. Just great!
    btw what's your method in UV chopping. It seems different from what we usually do because many texture parts and stuff..
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    Mantra
    Still Alive..
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    28d
    "I didn't get the positive result from Shotgun's FOV distance of "view model" work."

    Did you try playing around with the weapon origins?
    Erode using Code avatar
    Mantra
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[TR]-Emir avatar Black Mesa Inc. Flag
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Changing HumanGrunt's Gun, Editing Muzzle Flash, Porting BM:S models to HL
Original Authors
Crowbar Collective
Models,Animations,Textures,Sounds
Gearbox Software
Human Grunt Model

Submitter

[TR]-Emir avatar
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Black Mesa Inc. Flag Affiliation: Black Mesa Inc.
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14 medals 1 legendary 2 rare
  • Returned 5000 times Medal icon
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[TR]-Emir
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Animation
Imported
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Default
Model
Imported

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