How can i make a Black Mesa mod?

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    • How can i make a Black Mesa mod?

      Hello, I don't know if this is a correct section to my question. But here i go.

      I have interest to make a Black Mesa mod, With new campaign, new levels, weapon skins, etc.
      Obviously without modifying the binaries of the game. But i don't know how works the gameinfo file.
      I'm talking about the Steam version of the game, Not the free mod.

      I would like receive some help about the gameinfo file to setup the mod, Thanks.
      I like mapping and Half-Life and my english is bad.
    • you don't need to touch the gameinfo.txt file, navigate to the custom folder then create a folder called my_mod or matias_mod then inside that folder creat folders for maps materials models and sounds and anything else like scripts etc ,, that you wll custom make for you mod,, then when you want to upload it to the workshop you just select your my_custom folder and convert it to a VPK
    • There are a couple of ways to do this, but what I do for development purposes is to modify my gameinfo.txt.

      Under the SearchPaths section, just add a new line defining your mod folder. So if you had a folder in Steamapps/Black Mesa where you wanted your mod to be and it was called "MyMod", your gameinfo.txt would contain:

      Source Code

      1. game+mod MyMod/
      That's really all you need to keep you mod content seperate from the game files for easy development and packaging, though be warned that full mod support isn't in yet on account of the BM branch of the engine being based of a post-Steampipe update version of Source. As a result, some existing files really dislike being overwritten and may or may not load ingame. If you find something that won't load and figure out a way to make it do so, please let the rest of the community know!

      As for distribution, I have yet to get that far in my BM maps, but it should be as simple as converting it to a VPK and using the workshop publish .exe.

      The Javid wrote:

      I can't wait til we ditch that pattern too. It only blends in with gravel and shitty couches.
    • How much experience of making maps for source do you have?
      Because just making maps for the game will take a long time, making campaigns even longer, if you then add custom weapons etc then it will take a really long time.

      Not trying to be smug, but it's better to ask now than you that you start a project that is too large for you.
    • LordDz wrote:

      How much experience of making maps for source do you have?
      Because just making maps for the game will take a long time, making campaigns even longer, if you then add custom weapons etc then it will take a really long time.

      Not trying to be smug, but it's better to ask now than you that you start a project that is too large for you.
      I know about mapping, But i don't know how singleplayer entities work because i make multiplayer maps. But i think i can learn about singleplayer entities in the VDC page.
      I like mapping and Half-Life and my english is bad.
    • You would be correct. Going from multiplayer to singleplayer the only thing you really need to study up on is the AI functionality and level transitions.
      There isn't too much documentation of the Black Mesa-specific entities, but for the most part it's fairly self explanatory, and you can find a few usefull tidbits around the forums here.
      And of course, if you need a specific entity setup, so long as it's not from the STU update, you can find all the game's vmf files in mapsrc.

      You're in for a lot of work, but I wish you the best of luck and hope you learn a lot from the experience!

      The Javid wrote:

      I can't wait til we ditch that pattern too. It only blends in with gravel and shitty couches.
    • JeffMOD wrote:

      You would be correct. Going from multiplayer to singleplayer the only thing you really need to study up on is the AI functionality and level transitions.
      There isn't too much documentation of the Black Mesa-specific entities, but for the most part it's fairly self explanatory, and you can find a few usefull tidbits around the forums here.
      And of course, if you need a specific entity setup, so long as it's not from the STU update, you can find all the game's vmf files in mapsrc.

      You're in for a lot of work, but I wish you the best of luck and hope you learn a lot from the experience!
      I'm sorry if i'm bothering, But Steam doesn't recognize the mod. It doesn't appear in the Steam library, How can i make the mod recognizable on Steam library? Also, thanks for the help.
      I like mapping and Half-Life and my english is bad.
    • I don't think that's something that can be done at this point in time. As far as I know, all Black Mesa mods or addons have to be run through Black Mesa. I'm not sure if the devs will be making it possible to make mods that can be launched separately like Source SDK Base mods can.

      The Javid wrote:

      I can't wait til we ditch that pattern too. It only blends in with gravel and shitty couches.
    • JeffMOD wrote:

      I don't think that's something that can be done at this point in time. As far as I know, all Black Mesa mods or addons have to be run through Black Mesa. I'm not sure if the devs will be making it possible to make mods that can be launched separately like Source SDK Base mods can.
      It seems it works moving the mod to "sourcemods" folder. Now i can start with the mod, Thanks a lot for the help.
      I like mapping and Half-Life and my english is bad.
    • Matias-TM wrote:

      JeffMOD wrote:

      I don't think that's something that can be done at this point in time. As far as I know, all Black Mesa mods or addons have to be run through Black Mesa. I'm not sure if the devs will be making it possible to make mods that can be launched separately like Source SDK Base mods can.
      It seems it works moving the mod to "sourcemods" folder. Now i can start with the mod, Thanks a lot for the help.
      Could you share your gameinfo.txt and what files you used to setup your mod? I have a hard time setting up one myself to be honest
      Formerly Stobing17, finally changed to my new username
    • Stobing17 wrote:

      Matias-TM wrote:

      JeffMOD wrote:

      I don't think that's something that can be done at this point in time. As far as I know, all Black Mesa mods or addons have to be run through Black Mesa. I'm not sure if the devs will be making it possible to make mods that can be launched separately like Source SDK Base mods can.
      It seems it works moving the mod to "sourcemods" folder. Now i can start with the mod, Thanks a lot for the help.
      Could you share your gameinfo.txt and what files you used to setup your mod? I have a hard time setting up one myself to be honest
      The gameinfo.txt what i used to setup my mod. When it opens the game on Steam, it's showing like you're playing Black Mesa, but it's the mod.
      Files
      • gameinfo.txt

        (2.48 kB, downloaded 6 times, last: )
      I like mapping and Half-Life and my english is bad.