blackmesa_viewmodel
Jump to navigation
Jump to search
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 removed 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:

blackmesa_viewmodel
is a point 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 cvars. All inputs are same as CBaseAnimating.
Represented by class CBlackMesaViewModel
.



- 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 value | Speed of viewmodel bobbing. |
cl_bobup | 1 | Float value | Scale of forward/backward bobbing for viewmodel. |
cl_bobside | 1 | Float value | Scale of left/right bobbing for viewmodel. |
cl_viewmodel_lag | 3 | Float value | 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 value | Enable/disable self-shadowing of viewmodel from CSM. ![]() |
cl_csm_viewmodel_shadows | 1 | Bool value | Enable/disable CSM on viewmodel. |
cl_csm_viewmodel_max_shadow_dist | 21 | Float value | The max distance at which CSM will be displayed on viewmodel. ![]() |
cl_csm_viewmodel_farz | 30 | Float value | The max allowed distance at which CSM will be displayed on viewmodel. ![]() |
cl_csm_viewmodel_max_visible_dist | 100 | Float value | It doesn't affect anything. |
cl_csm_viewmodel_slopescaledepthbias | 1.5 | Float value | CSM slope scale depth bias on viewmodel. |
cl_csm_viewmodel_depthbias | 0.00005 | Float value | CSM depth bias on viewmodel. |
vr_viewmodel_translate_with_head | 0 | Float value | Source SDK leftover. |
vr_viewmodel_offset_forward | -8 | Float value | Source SDK leftover. |
vr_viewmodel_offset_forward_large | -15 | Float value | Source SDK leftover. |
r_drawviewmodel | 1 | Bool value | Enable/disable viewmodel draw. |
viewmodelfx |
| Integer value | 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 value | Enable/disable blood/slime on viewmodel generally. |
cl_mdldetailfx_universal_hands | 1 | Bool value | Enable/disable blood/slime for right hand (satchel only). |
cl_mdldetailfx_enable_hands | 1 | Bool value | Enable/disable blood/slime on hands (arms bodygroup). |
cl_mdldetailfx_blood_time | 60 | Float value | Amount of time before blood (red and green) on viewmodel will disappear. |
cl_mdldetailfx_slime_time | 10 | Float value | Amount of time before slime on viewmodel will disappear. |