Making a Black Mesa Mod: Difference between revisions
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{{langsp}} | {{langsp}} | ||
{{back | Black Mesa Level Creation}} | {{back | Black Mesa Level Creation}} | ||
{{Tutorial Skill Level | skill=3}} | {{Tutorial Skill Level | skill=3}} | ||
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Head to your local variation of C:\Program Files (x86)\Steam\steamapps\common\Black Mesa then create a folder with your mod's name, for the sake of the tutorial we will use: myfirstmod. | Head to your local variation of C:\Program Files (x86)\Steam\steamapps\common\Black Mesa then create a folder with your mod's name, for the sake of the tutorial we will use: myfirstmod. | ||
==Setting up the files | ===Setting up the files=== | ||
Navigate into the directory and create the following folders and subfolders: | Navigate into the directory and create the following folders and subfolders: | ||
* resource | * resource | ||
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{{Note|Use a program like {{vPKEdit|4}} to extract the files from VPK}} | {{Note|Use a program like {{vPKEdit|4}} to extract the files from VPK}} | ||
==Setting up the chapters | ==Setting up the chapters== | ||
Create a scripts/chapter_manifest.txt inside your newly created scripts folder | Create a scripts/chapter_manifest.txt inside your newly created scripts folder | ||
It should be something like this: Edit it to replace with your map names / the amount of chapters you have | It should be something like this: Edit it to replace with your map names / the amount of chapters you have | ||
< | {{codeBlock|<nowiki> | ||
"chapter_manifest.txt" | "chapter_manifest.txt" | ||
{ | { | ||
Line 32: | Line 31: | ||
} | } | ||
</ | </nowiki>}} | ||
Next up create a blackmesa.json file inside myfirstmod/campaigns/, modify it to suit your needs. | Next up create a blackmesa.json file inside myfirstmod/campaigns/, modify it to suit your needs. | ||
< | {{codeBlock|<nowiki> | ||
{ | { | ||
{ | { | ||
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} | } | ||
} | } | ||
</ | </nowiki>}} | ||
{{Note|The imageSource path is relative to the ui/images folder of your mod and example would be "image://game/ui/campaign/images/chapter1.png"}} | {{Note|The imageSource path is relative to the ui/images folder of your mod and example would be "image://game/ui/campaign/images/chapter1.png"}} | ||
Make sure to replace each #key in the file with the corresponding one in your corresponding localization file (See the next step) | Make sure to replace each #key in the file with the corresponding one in your corresponding localization file (See the next step) | ||
==Setting up the text for chapters | ==Setting up the text for chapters== | ||
Create a myfirstmod_english.txt in myfirstmod/resources/ | Create a myfirstmod_english.txt in myfirstmod/resources/ | ||
It should look something like this, modify it to your needs | It should look something like this, modify it to your needs | ||
< | {{codeBlock|<nowiki> | ||
"lang" | "lang" | ||
{ | { | ||
Line 87: | Line 86: | ||
} | } | ||
} | } | ||
</ | </nowiki>}} | ||
{{warning|<u>'''This file must be saved in a Unicode format.'''</u>}} | {{warning|<u>'''This file must be saved in a Unicode format.'''</u>}} | ||
{{note|For windows save as '''UTF-16 LE''' In Notepad, under <code>Save As...</code>, this is equivalent to choosing <code>unicode</code> for the <code>Encoding</code> option at the bottom of the dialog.}} | {{note|For windows save as '''UTF-16 LE''' In Notepad, under <code>Save As...</code>, this is equivalent to choosing <code>unicode</code> for the <code>Encoding</code> option at the bottom of the dialog.}} | ||
==Creating the gameinfo.txt file | ==Creating the gameinfo.txt file== | ||
Now you will need create your gameinfo file inside your myfirstmod folder. | Now you will need create your gameinfo file inside your myfirstmod folder. | ||
Use the following one as a template and modify it to your needs: | Use the following one as a template and modify it to your needs: | ||
< | {{codeBlock|<nowiki> | ||
"GameInfo" | "GameInfo" | ||
{ | { | ||
Line 179: | Line 178: | ||
} | } | ||
} | } | ||
}</ | }</nowiki>}} | ||
==Creating the BAT file | ==Creating the BAT file== | ||
Create a file, call it something like myfirstmod.bat | Create a file, call it something like myfirstmod.bat | ||
This is so {{windows|4}} users can launch the mod. | This is so {{windows|4}} users can launch the mod. | ||
< | {{codeBlock|<nowiki> | ||
@echo off | @echo off | ||
if exist "%~dp0\bms.exe" ( | if exist "%~dp0\bms.exe" ( | ||
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start "" "%~dp0\..\..\..\..\common\Black Mesa\bms.exe" -game myfirstmod %* | start "" "%~dp0\..\..\..\..\common\Black Mesa\bms.exe" -game myfirstmod %* | ||
) | ) | ||
</ | </nowiki>}} | ||
Also create one for the people who want to launch with oldgameui: | Also create one for the people who want to launch with oldgameui: | ||
< | {{codeBlock|<nowiki> | ||
@echo off | @echo off | ||
if exist "%~dp0\bms.exe" ( | if exist "%~dp0\bms.exe" ( | ||
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start "" "%~dp0\..\..\..\..\common\Black Mesa\bms.exe" -game myfirstmod -oldgameui %* | start "" "%~dp0\..\..\..\..\common\Black Mesa\bms.exe" -game myfirstmod -oldgameui %* | ||
) | ) | ||
</ | </nowiki>}} | ||
==Creating the SH file | ==Creating the SH file== | ||
Create a file, call it something like myfirstmod.sh | Create a file, call it something like myfirstmod.sh | ||
This is so {{linux|4}} users can launch the mod. | This is so {{linux|4}} users can launch the mod. | ||
< | {{codeBlock|<nowiki> | ||
#!/bin/sh -e | #!/bin/sh -e | ||
steam -applaunch 362890 -game myfirstmod $@ | steam -applaunch 362890 -game myfirstmod $@ | ||
</ | </nowiki>}} | ||
Also create one for the people who want to launch with oldgameui: | Also create one for the people who want to launch with oldgameui: | ||
< | {{codeBlock|<nowiki> | ||
#!/bin/sh -e | #!/bin/sh -e | ||
steam -applaunch 362890 -game myfirstmod -oldgameui $@ | steam -applaunch 362890 -game myfirstmod -oldgameui $@ | ||
</ | </nowiki>}} | ||
==Final | ==Final polish== | ||
This should be just enough to get your mod working, you'll need to add things like sound manifests, models etc aswell. | This should be just enough to get your mod working, you'll need to add things like sound manifests, models etc aswell. | ||
You could customize the UI further, for example by changing the colors or the actual layout by editing the .qml inside ui/ of bms_misc_dir.vpk | You could customize the UI further, for example by changing the colors or the actual layout by editing the .qml inside ui/ of bms_misc_dir.vpk |
Revision as of 21:47, 27 February 2024


Skill Level
This tutorial expects you to have this amount of knowledge within the topic to follow along smoothly. | |||||
---|---|---|---|---|---|
Novice | Familiar | Competent | Proficient | Expert |
This article will discuss the creation of a Black mesa mod
Creating a mod
Head to your local variation of C:\Program Files (x86)\Steam\steamapps\common\Black Mesa then create a folder with your mod's name, for the sake of the tutorial we will use: myfirstmod.
Setting up the files
Navigate into the directory and create the following folders and subfolders:
- resource
- scripts
- mapsrc
- mapsrc/instances
- campaigns
- ui
Inside the newly created resource folder add: clientscheme.res and gamemenu.res from: bms_misc_dir.vpk


Setting up the chapters
Create a scripts/chapter_manifest.txt inside your newly created scripts folder It should be something like this: Edit it to replace with your map names / the amount of chapters you have
Next up create a blackmesa.json file inside myfirstmod/campaigns/, modify it to suit your needs.

Make sure to replace each #key in the file with the corresponding one in your corresponding localization file (See the next step)
Setting up the text for chapters
Create a myfirstmod_english.txt in myfirstmod/resources/ It should look something like this, modify it to your needs


Save As...
, this is equivalent to choosing unicode
for the Encoding
option at the bottom of the dialog.Creating the gameinfo.txt file
Now you will need create your gameinfo file inside your myfirstmod folder. Use the following one as a template and modify it to your needs:
Creating the BAT file
Create a file, call it something like myfirstmod.bat
This is so Windows users can launch the mod.
Also create one for the people who want to launch with oldgameui:
Creating the SH file
Create a file, call it something like myfirstmod.sh
This is so Linux users can launch the mod.
Also create one for the people who want to launch with oldgameui:
Final polish
This should be just enough to get your mod working, you'll need to add things like sound manifests, models etc aswell.
You could customize the UI further, for example by changing the colors or the actual layout by editing the .qml inside ui/ of bms_misc_dir.vpk