Black Mesa - Mod Creation

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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
"chapter_manifest.txt"
{
yourmapname_a 1 // the 1 at the end means it's part of chapter 1
yourmapname_b 2 // the 2 at the end means it's part of chapter 2
yourmapname_c 2 // Multiple maps can share same chapter
}
Next up create a blackmesa.json file inside myfirstmod/campaigns/, modify it to suit your needs.
{
{
"author": "mod author",
"url": "",
"title": "#key",
"description": "",
"imageSource": "image://game/ui/campaign/images/logo.jpg",
"chapters": [
{
"title": "#key",
"description": "",
"imageSource": "yourpathtoimage",
"levelName": "yourmapname"
},
{
"title": "#key",
"description": "",
"imageSource": "yourpathtoimage",
"levelName": "yourmapname"
},
{
"title": "#key",
"description": "",
"imageSource": "yourpathtoimage",
"levelName": "yourmapname"
}
]
}
}

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
"lang"
{
"Language" "English"
"Tokens"
{
// CHAPTER TITLE CARDS
"MYFIRSTMOD_CampaignName_BMSCP1" "CAMPAIGN" // Title, see blackmesa.json for more info
"MYFIRSTMOD_Chapter1_Title" "The First Chapter"
"MYFIRSTMOD_Chapter2_Title" "The Second Chapter"
"MYFIRSTMOD_Chapter3_Title" "CREDITS"
}
}


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:
"GameInfo"
{
game "myfirstmod"
gamelogo 1
developer "Developer Name"
developer_url "http://www.blackmesasource.com/"
type "both"
gamelogo 1
SupportsDX8 0
SupportsXbox360 1
nomodels 1
nocrosshair 1
GameData "bms.fgd"
InstancePath "myfirstmod/mapsrc/instances/"
hidden_maps
{
}
FileSystem
{
SteamAppId 362890
ToolsAppId 211
//
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\half-life 2.
//
SearchPaths
{
// First, mount all user customizations. This will search for VPKs and subfolders
// and mount them in alphabetical order. The easiest way to distribute a mod is to
// pack up the custom content into a VPK. To "install" a mod, just drop it in this
// folder.
//
// Note that this folder is scanned only when the game is booted.
game+mod myfirstmod/custom/*
game+mod myfirstmod
// Black Mesa VPK files.
game+mod bms/bms_textures.vpk
game+mod bms/bms_materials.vpk
game+mod bms/bms_models.vpk
game+mod bms/bms_misc.vpk
game+mod bms/bms_sounds_misc.vpk
game+mod bms/bms_sound_vo_english.vpk
game+mod bms/bms_maps.vpk
// HL2 VPK files.
game |all_source_engine_paths|hl2/hl2_misc.vpk
game |all_source_engine_paths|hl2/hl2_sounds_misc.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_materials.vpk
game |all_source_engine_paths|hl2/hl2_models.vpk
// Platform VPK files.
platform |all_source_engine_paths|platform/platform_misc.vpk
// Now search loose files. We'll set the directory containing the gameinfo.txt file
// as the first "mod" search path (after any user customizations). This is also the one
// that's used when writing to the "mod" path.
game+mod+mod_write+default_write_path |gameinfo_path|.
gamebin
|gameinfo_path|bin
// Load the BMS DLL files, mod will crash without this!
gamebin "|all_source_engine_paths|bms/bin"
// Add the HL2 directory as a game search path. This is also where where writes
// to the "game" path go.
game hl2
// Last, mount in shared HL2 loose files
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
}
}
}
Creating the BAT file:
Create a file, call it something like myfirstmod.bat
@echo off
if exist "%~dp0\bms.exe" (
start "" "%~dp0\bms.exe" -game myfirstmod %*
) else (
start "" "%~dp0\..\..\..\..\common\Black Mesa\bms.exe" -game myfirstmod %*
)
Also create one for the people who want to launch with oldgameui:
@echo off
if exist "%~dp0\bms.exe" (
start "" "%~dp0\bms.exe" -game myfirstmod -oldgameui %*
) else (
start "" "%~dp0\..\..\..\..\common\Black Mesa\bms.exe" -game myfirstmod -oldgameui %*
)
Creating the SH file:
Create a file, call it something like myfirstmod.sh
#!/bin/sh -e
steam -applaunch 362890 -game myfirstmod $@
Also create one for the people who want to launch with oldgameui:
#!/bin/sh -e
steam -applaunch 362890 -game myfirstmod -oldgameui $@
Final notes:
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