Blackmesa viewmodel: Difference between revisions
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Tip:You can use SetBodyGroup input to change arms in your singleplayer map. Just add logic_auto that will fire this input via OnLoadGame and OnMapSpawn outputs.
Note:Console command viewmodel_fov is hided as a developer only console variable, mainly due to CSM lighting layer on viewmodel. You can edit viewmodel fov for each weapon separately by changing their .dmx files.
Bug:The blood/slime splatter overlay is unfinished/broken in current versions of the game. The issues is:
Important:Used 2 individual entities. The first appears with player and used for satchel radio. The second appears only if a weapon is picked up by player and used for all the available weapons. The first entity's index value is always smaller than the second one's.
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{{important|Used 2 individual entities. The first appears with {{ent|player}} and used for satchel radio. The second appears only if a weapon is picked up by player and used for all the available weapons. The first entity's index value is always smaller than the second one's.}} | |||
==Dedicated Console Variables== | ==Dedicated Console Variables== |
Revision as of 07:01, 11 June 2025
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CBlackMesaViewModel |

blackmesa_viewmodel
is a model entity available in Black Mesa. This game uses its own classname for viewmodel entity (the mod version still uses the original classname). Unique from other games in the ability to apply blood/slime to the models and bobbing customization via console variables.



- Heavy short freeze in the game when applied for the first time (not in
).
- Frags, satchels, tripmines and snarks doesn't save blood overlay when used (new one in hand saves it) (not in
with exception of snarks).
- Slime doesn't applies for hands of each weapon model.
- Slime doesn't applies to the hands if the weapon model was already covered in blood.
- Blood/slime saves in multiplayer after death.

Dedicated Console Variables
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
cl_bobcycle | 0.01 | Float | Speed of viewmodel bobbing. |
cl_bobup | 1 | Float | Scale of forward/backward bobbing for viewmodel. |
cl_bobside | 1 | Float | Scale of left/right bobbing for viewmodel. |
cl_viewmodel_lag | 3 | Float | Scale of the lag when you move player's camera. Minimum value is 0, maximum value is 50. |
cl_csm_cascade_viewmodel_ignore | 0 | Bool | Enable/disable self-shadowing of viewmodel from CSM. ![]() |
cl_csm_viewmodel_shadows | 1 | Bool | Enable/disable CSM on viewmodel. |
cl_csm_viewmodel_max_shadow_dist | 21 | Float | The max distance at which CSM will be displayed on viewmodel. ![]() |
cl_csm_viewmodel_farz | 30 | Float | The max allowed distance at which CSM will be displayed on viewmodel. ![]() |
cl_csm_viewmodel_max_visible_dist | 100 | Float | It doesn't affect anything. |
cl_csm_viewmodel_slopescaledepthbias | 1.5 | Float | CSM slope scale depth bias on viewmodel. |
cl_csm_viewmodel_depthbias | 0.00005 | Float | CSM depth bias on viewmodel. |
vr_viewmodel_translate_with_head | 0 | Float | Source SDK leftover. |
vr_viewmodel_offset_forward | -8 | Float | Source SDK leftover. |
vr_viewmodel_offset_forward_large | -15 | Float | Source SDK leftover. |
r_drawviewmodel | 1 | Bool | Enable/disable viewmodel draw. |
viewmodelfx | Integer | This is a debug command that was created to test the blood/slime on viewmodel. 0 - red blood, 1 - green blood, 2 - slime, 3 - no blood/slime. | |
cl_mdldetailfx_enable | 1 | Bool | Enable/disable blood/slime on viewmodel generally. |
cl_mdldetailfx_universal_hands | 1 | Bool | Enable/disable blood/slime for right hand (satchel only). |
cl_mdldetailfx_enable_hands | 1 | Bool | Enable/disable blood/slime on hands (arms bodygroup). |
cl_mdldetailfx_blood_time | 60 | Float | Amount of time before blood (red and green) on viewmodel will disappear. |
cl_mdldetailfx_slime_time | 10 | Float | Amount of time before slime on viewmodel will disappear. |