1 - The HD Blue Shift grenade s.bmp has a lower resolution than HD HL1/Op4. Op4's texture is power of 2 so it's been used.
2 - The LD Op4/Blue Shift animations are identical but LD HL1 has different animations. Notable differences:
HL1 has thumb on safety lever instead of the body (sphere)
Fingers pose in throw sequences
Of note Op4/Blue Shift holster sequence has the thumb on safety lever and was probably left unchanged since the holster sequence is unseen in game due to instant weapon switch.
In addition, all throw animations are identical in Op4/Blue Shift but HL1's root bone is slightly different in every throw animation which makes the arm animate from a different origin.
The LD HL1 animations have been used to retain consistency with holster sequence.
3 - The absence of meshes along the upper arm can potentially cause viewmodel end to be visible in throw sequences. See SamVanheer/halflife-unified-sdk-assets#18.
4 - The shared HD world model now uses the viewmodel's higher resolution texture.
5 - The new models were tested in game. No issue has been found.
LD HL1 <-> LD Op4
LD HL1 <-> LD Blue Shift
HD HL1 <-> HD Op4
HD HL1 <-> HD Blue Shift
Low definition:
High definition:
Additional information
1 - The HD Blue Shift grenade s.bmp has a lower resolution than HD HL1/Op4. Op4's texture is power of 2 so it's been used.
2 - The LD Op4/Blue Shift animations are identical but LD HL1 has different animations. Notable differences:
Of note Op4/Blue Shift holster sequence has the thumb on safety lever and was probably left unchanged since the holster sequence is unseen in game due to instant weapon switch.
In addition, all throw animations are identical in Op4/Blue Shift but HL1's root bone is slightly different in every throw animation which makes the arm animate from a different origin.
The LD HL1 animations have been used to retain consistency with holster sequence.
3 - The absence of meshes along the upper arm can potentially cause viewmodel end to be visible in throw sequences. See SamVanheer/halflife-unified-sdk-assets#18.
4 - The shared HD world model now uses the viewmodel's higher resolution texture.
5 - The new models were tested in game. No issue has been found.