Escape from Black Mesa - Single Player Mod

Thanks, Crypt! I definitely planned on fixing it, but didn’t know about making overlays tile.

I actually have a question. How did you replace the door skins with the BMS textures? I managed it the first time by sheer luck, but I now use a separate copy of common/Half-Life 2 for BMS mapping and it’s not working. I should probably just put the BMS assets back in the main folder.

What do you mean? BMS uses the same door model and skins as Half-Life 2 as far as I know. (I assume you’re talking about the rotating door model)

Although the one you see is BMS locked door model, it uses the same skins and can’t be used as a prop_door_rotating.

But when compiled in a world, it shows the HL2 door textures, not the BMS textures. I assume it’s different if you run the map in BMS. (Locked doors are also a thing.)

I’ve never had any issues with it. But then again I’ve never mapped for anything other than BMS.

The engine loads whatever content is mounted in the gameinfo.txt. If two of the listed games have the same file, it’ll use the one from whichever is listed first. If NONE of the listed games have a file, (but a map or whatever calls for it) it’ll pull the equivalent from the stock SDK base assets.

bscly Unless you give the engine the BM door models/materials, it’ll just pull the ones from HL2.

Quick update so nobody thinks “OMG mod iz ded!”

First off, minor change to the story section. I originally specified that the player boards the 9:00 tram, however, this is no longer the case. After some research it seams the RC occurred at 8:58, that means it would have occurred before you even board the tram. Most likely it will be more like 8:55.

I’ve been working hard on a detailed design document, I’ve written several pages worth so far. Its boring and tedious, but its a necessity and it’s already given me a lot of great ideas and a much clearer picture of where I want to go with later areas.

On the mapping front I’ve been working on improving and detailing the first map some more, I don’t have anything new to show, but hopefully I will soon-ish.

Hi! I don’t want to disturb your plans for your mod but if my memory is right, in black mesa, when you meet Dr Kleiner for the first time (when the scientist explains you about the experience) the time is 9:03. But maybe in the original half life it wasn’t that. Anyway, this mod seems good. Keep it up :wink:

Maybe in Black Mesa that was the case, if so then I may leave it be. The 8:58 came from the original Half-Life manual.

9:03 or 9:04, given that the clock reads 9:01 when you enter the control room.

Ah, thanks for the info, guys! In that case it can stay the same since this is a Black Mesa mod and not a Half-Life mod.

Looks good especially that second picture on your first post. I myself have been playing around with hammer for a bit. I’m wondering if you, or anyone else, could help with a few problems I have? If so, can I PM? Thanks in advance for any help.

You can send me a PM, but I can’t guarantee I can help. I only started learning hammer not that long ago and there’s a lot of things I have to learn myself.

Y’know, this forum’s pretty saturated with mod developers, I’m kinda surprised we don’t have a “Source SDK Help Thread” thread in Leak-Free.

I don’t think that kind of thread would fit in with the Leak-Free section of the forums.

Oh. Never mind then.

Start one, then?

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.