Gib System
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Overview
Gibs are controlled via a gib spawning system. A central manifest is used to control how gibs spawn per-model.
This system features:
- Entries for gib "systems" that are re-usable (ie; "xen torso" gibs used for multiple models).
- Ability to define maximum gib count per-model.
- Ability to define random-chance of spawning on a per-model level.
- Ability to define and standardize gib health and fade times.
These aspects can be edited or totally disabled by using specific convars.
Technical Details
Black Mesa doesn't support the partial gibbing (for example blowing off a head, cut off an arm etc.), as it happens in Left4Dead [2]. Black Mesa's gib system works similarly to that of Team Fortress 2.
An entity will gib if and only if the following conditions apply:
- Will never gib if damage type is DMG_NEVERGIB, DMG_DISSOLVE or DMG_BULLET
- Will always gib if damage type is DMG_ALWAYSGIB or DMG_BLAST
- Will never gib if it does not have the appropriate gib models
- If the above conditions do not apply and the entity's health is less than or equal to -20, it will gib
When an entity gibs, it will gib with torso, left and right leg, lower torso, left and right arm, and a random amount of small to medium generic gib chunks. Each of the gib pieces like the arm, leg, and torso will gib into upper and lower portions and those will gib into meat chunks. It is also possible to gib corpses. [3]
Both Xenian creatures and humans have their own kind of internal organs gibs.
Some entities like the Osprey handle gibbing differently. The blood effects are summoned in the QC, so the osprey's gib will have flaming parts instead of bleeding. QC also defines which organs will be spawned from the entity, this way preventing, for example, a human NPC spawning two hearts when gibbing [4].
Media
Screenshots
Brain. Model by Alex Allen. |
Videos
Test video showing how anything can gib into anything without model recompiling, via the gib manifest.
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Trivia
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