Black Mesa - Train Ride: Difference between revisions

A port of the iconic train intro from the Half Life 1 remake "Black Mesa" by Crowbar Collective
m Removed thumb attribute from screenshots
Added more information about system in the map and changes made compared to the originals
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[[World:Black Mesa - Train Ride|Black Mesa - Train Ride]] is a [[World|world]] by [[Group:The Science Team|The Science Team]].
[[World:Black Mesa - Train Ride|Black Mesa - Train Ride]] is a [[World|world]] by [[Group:The Science Team|The Science Team]].


It is a merge from ports of various Source Engine maps and assets from the Half Life 1 fan remake Black Mesa<ref name="website-black-mesa">[[https://www.crowbarcollective.com/games/black-mesa Website - Black Mesa (Source)]]</ref> by Crowbar Collective<ref name="website-crowbar-collective">[[https://www.crowbarcollective.com/ Website - Crowbar Collective]]</ref>
It is a merge from ports of various Source Engine<ref name="valve-dev-source-engine">[[https://developer.valvesoftware.com/wiki/Source Valve Dev Wiki - Source]]</ref> maps and assets from the Half Life 1 fan remake Black Mesa<ref name="website-black-mesa">[[https://www.crowbarcollective.com/games/black-mesa Website - Black Mesa (Source)]]</ref> by Crowbar Collective<ref name="website-crowbar-collective">[[https://www.crowbarcollective.com/ Website - Crowbar Collective]]</ref>


The [[World|world]] can be accessed with: <code>resrec:///G-The-Science-Team/R-b1f0e9cf-45c1-4945-88de-2cfa8ae5fa13</code>
The [[World|world]] can be accessed with: <code>resrec:///G-The-Science-Team/R-b1f0e9cf-45c1-4945-88de-2cfa8ae5fa13</code>


or through the in app [[World_Browser|world browser]], searching for "Black Mesa - Train Ride"
or through the in app [[World_Browser|world browser]], searching for <code>Black Mesa - Train Ride</code>


= Reaching the Main map =
= Reaching the Main map =
Line 32: Line 32:


= Creditboard & Map settings =
= Creditboard & Map settings =
It is right in the middle of the Xen Museum<ref name="steam-workshop-xen-museum" /> behind the rezeption desk.
It is right in the middle of the Xen Museum<ref name="steam-workshop-xen-museum" /> behind the reception desk.
 
= Systems =
Most of the systems used in the map are recreations of their counter part from the Source Engine<ref name="valve-dev-source-engine" />
 
== GBT - Global Body Tracking ==
This system places [[Component:SphereCollider|SphereColliders]] on the head, hands, hip and feet.
 
The main use case is the collision interaction with objects and certain surfaces in the world,
like windows and water.
 
== GSS - Global Sound System ==
This is more of a library then an actual system.
 
The library holds most of the voice lines and some sound effects, including the necessary attributes for playback.
 
Grabbing the sound clip [[Slot]] [[Reference_Type|reference]] and attributes [[Dynamic_Variables]] is done through the name of the corresponding clip from the game.
 
== GUT - Global User Tracking ==
The current public release of the map (<code>v0.5.2</code>) has a bounding box based system, to detect if the local user is inside a zone.<br>
These checks are used to drive the culling of parts from the map and transition between the different Soundscapes
 
Starting with version <code>0.6.2</code> of the map, it's gonna be based around colliders on the haptics layer.
 
== Soundscapes ==
Based on the Soundscapes<ref name="valve-dev-soundscape">[[https://developer.valvesoftware.com/wiki/Soundscape Valve Dev Wiki - Soundscapes]]</ref> of the Source Engine<ref name="valve-dev-source-engine" />
 
The current implementation is using tracking boxes similar to the [[#GUT - Global User Tracking | GUT]]
 
== Subtitle System ==
Displays subtitles at the lower part of the view.
 
The current version of the map includes the subtitles of all supported languages from the original Black Mesa<ref name="website-black-mesa" /> game.
 
The subtitle system tries (if possible) to map the displayed text to closest possible Resonite language and falls back to english if none match.
 
Subtitles get automatically triggered by the [[#GSS - Global Sound System | GSS]], if a matching voice line or sound effect was found.


= Black Mesa game maps =
= Black Mesa game maps =
The following maps from the game Black Mesa<ref name="website-black-mesa" /> got ported, modified and merged:
The following maps from the game Black Mesa<ref name="website-black-mesa" /> got ported, modified and merged:
* xen_museum <ref name="steam-workshop-xen-museum">[[https://steamcommunity.com/sharedfiles/filedetails/?id=2463740880 Steam Workshop - Xen Museum]]</ref>
* xen_museum <ref name="steam-workshop-xen-museum">[[https://steamcommunity.com/sharedfiles/filedetails/?id=2463740880 Steam Workshop - Xen Museum]]</ref>
* Chapter 01 - Black Mesa Inbound <ref>[[https://developer.valvesoftware.com/wiki/Black_Mesa_(Source)/Black_Mesa_Inbound Valve Dev Wiki - Black Mesa Inbound (Black Mesa)]]</ref>
* Chapter 01 - Black Mesa Inbound<ref>[[https://developer.valvesoftware.com/wiki/Black_Mesa_(Source)/Black_Mesa_Inbound Valve Dev Wiki - Black Mesa Inbound (Black Mesa)]]</ref>
** bm_c0a0a
** bm_c0a0a
** bm_c0a0b
** bm_c0a0b
** bm_c0a0c
** bm_c0a0c
* Chapter 02 - Anomalous Materials <ref>[[https://developer.valvesoftware.com/wiki/Black_Mesa_(Source)/Anomalous_Materials Valve Dev Wiki - Anomalous Materials (Black Mesa)]]</ref>
* Chapter 02 - Anomalous Materials<ref>[[https://developer.valvesoftware.com/wiki/Black_Mesa_(Source)/Anomalous_Materials Valve Dev Wiki - Anomalous Materials (Black Mesa)]]</ref>
** bm_c1a0a
** bm_c1a0a
** bm_c1a0b
** bm_c1a0b




= Tools Used=
== Modifications from the original maps ==
* Blender <ref>[[https://www.blender.org/ Website - Blender]]</ref>
 
=== Chapter 1 & 2 ===
The original game maps are self contained and heavy constrained in size, thanks to limitations within the Source Engine<ref name="valve-dev-source-engine" />.
 
All parts of chapter 1 and 2 (with the exception of the Xen Museum<ref name="steam-workshop-xen-museum" />) are connected and can be explored in one go.
 
Missing bits and pieces of the map parts got filled in where possible, so the user gets a more complete experience while exploring outside of the normal constrains from the original game.
 
=== Xen Museum ===
All additional rooms got removed from the Xen Museum<ref name="steam-workshop-xen-museum" />, since the project is more focused on the introduction part ([[#Chapter 1 & 2|Chapter 1 & 2]]) of the original game.
 
==== Map Hologram ====
The middle of the room features a blueish hologram of the entire map.<br>
 
All current users in the session are displayed as the mini <code>info_player_start</code><ref>[[https://developer.valvesoftware.com/wiki/Info_player_start Valve Dev Wiki - Info_player_start]]</ref> model from the Source Engine<ref name="valve-dev-source-engine" />.
 
Hovering over the mini figures reveals an icon for teleporting to the matching user.
 
= Quick Travel =
Some of the security and green sliding doors are connected to various parts of the map, which allows quickly reaching most places in the entire map.
 
An alternative to the doors, is the [[#Map Hologram|Map Hologram]] in the middle of the Xen Museum<ref name="steam-workshop-xen-museum" />.
 
= External Tools =
* Blender<ref>[[https://www.blender.org/ Website - Blender]]</ref>
** Blender is the free and open source 3D creation suite.
** Blender is the free and open source 3D creation suite.
* BSPSource <ref>[[https://github.com/ata4/bspsrc GitHub - BSPSource]]</ref>
* BSPSource<ref>[[https://github.com/ata4/bspsrc GitHub - BSPSource]]</ref>
** A Source engine map decompiler
** A Source engine<ref name="valve-dev-source-engine" /> map decompiler
* Crowbar <ref>[[https://github.com/ZeqMacaw/Crowbar GitHub - Crowbar]]</ref>
* Crowbar<ref>[[https://github.com/ZeqMacaw/Crowbar GitHub - Crowbar]]</ref>
** Crowbar - GoldSource and Source Engine Modding Tool
** Crowbar - GoldSource and Source Engine<ref name="valve-dev-source-engine" /> Modding Tool
* GCFScape <ref>[[https://developer.valvesoftware.com/wiki/GCFScape Valve Dev Wiki - GCFScape]]</ref>
* GCFScape<ref>[[https://developer.valvesoftware.com/wiki/GCFScape Valve Dev Wiki - GCFScape]]</ref>
** GCFScape is a small tool that can open and extract from GCF files that were formerly utilized by Steam for game content storage.
** GCFScape is a small tool that can open and extract from GCF files that were formerly utilized by Steam for game content storage.
* Gimp <ref>[[https://www.gimp.org/ Website - Gimp]]</ref>
* Gimp<ref>[[https://www.gimp.org/ Website - Gimp]]</ref>
** The Free & Open Source Image Editor
** The Free & Open Source Image Editor
* Plumber <ref>[[https://github.com/lasa01/Plumber GitHub - Plumber]]</ref>
* Plumber<ref>[[https://github.com/lasa01/Plumber GitHub - Plumber]]</ref>
** A Blender addon for importing Source 1 engine maps, models, materials and textures.
** A Blender addon for importing Source 1 engine maps, models, materials and textures.
* Pragma <ref>[[https://pragma-engine.com/ Website - Pragma Engine]]</ref><ref>[[https://github.com/Silverlan/pragma Github - Pragma]]</ref>
* Pragma<ref>[[https://pragma-engine.com/ Website - Pragma Engine]]</ref><ref>[[https://github.com/Silverlan/pragma Github - Pragma]]</ref>
** Open Source C++ game engine
** Open Source C++ game engine
* Sledge2Resonite <ref>[[https://github.com/Elektrospy/Sledge2Resonite GitHub - Sledge2Resonite]]</ref>
* Sledge2Resonite<ref>[[https://github.com/Elektrospy/Sledge2Resonite GitHub - Sledge2Resonite]]</ref>
** A ResoniteModLoader mod for Resonite Enables users to import their own sledge file format based assets.
** A ResoniteModLoader mod for Resonite Enables users to import their own sledge file format based assets.
* SourceIO <ref>[[https://github.com/REDxEYE/SourceIO GitHub - SourceIO]]</ref>
* SourceIO<ref>[[https://github.com/REDxEYE/SourceIO GitHub - SourceIO]]</ref>
** SourceIO is an Blender addon for importing source engine textures/models/maps
** SourceIO is an Blender addon for importing source engine<ref name="valve-dev-source-engine" /> textures/models/maps
* ssbumpToNormal-Win <ref>[[https://github.com/rob5300/ssbumpToNormal-Win GitHub - ssbumpToNormal]]</ref>
* ssbumpToNormal-Win<ref>[[https://github.com/rob5300/ssbumpToNormal-Win GitHub - ssbumpToNormal]]</ref>
** Source SSBump to modern normal map converter
** Source SSBump to modern normal map converter
* SSBumpToNormalGUI <ref>[[https://github.com/MarcellRozs/SSBumpToNormalGUI GitHub - SSBumpToNormalGUI]]</ref>
* SSBumpToNormalGUI<ref>[[https://github.com/MarcellRozs/SSBumpToNormalGUI GitHub - SSBumpToNormalGUI]]</ref>
** GUI Tool for based on the Source ssbump to normal map converter
** GUI Tool for based on the Source ssbump to normal map converter
* source-armature-toolkit <ref>[[https://github.com/Haggets/source-armature-toolkit GitHub - valve-armature-toolkit]]</ref>
* source-armature-toolkit<ref>[[https://github.com/Haggets/source-armature-toolkit GitHub - valve-armature-toolkit]]</ref>
** Flexible multi-purpose Blender plugin focused on fastening the workflow of working with Source armatures.
** Flexible multi-purpose Blender plugin focused on fastening the workflow of working with Source armatures.
* Tenacity <ref>[[https://codeberg.org/tenacityteam/tenacity Codeberg - Tenacity]]</ref>
* Tenacity<ref>[[https://codeberg.org/tenacityteam/tenacity Codeberg - Tenacity]]</ref>
** Tenacity is an easy-to-use, privacy-friendly, FLOSS, cross-platform multi-track audio editor/recorder for Windows, macOS, Linux and other operating systems.
** Tenacity is an easy-to-use, privacy-friendly, FLOSS, cross-platform multi-track audio editor/recorder for Windows, macOS, Linux and other operating systems.
* VTFEdit <ref>[[https://developer.valvesoftware.com/wiki/VTFEdit Valve Dev Wiki - VTFEdit]]</ref>
* VTFEdit<ref>[[https://developer.valvesoftware.com/wiki/VTFEdit Valve Dev Wiki - VTFEdit]]</ref>
** VTFEdit is a tool for viewing, editing, and creating VTF and VMT files.
** VTFEdit is a tool for viewing, editing, and creating VTF and VMT files.
* VTFEdit-Reloaded<ref>[[https://github.com/Sky-rym/VTFEdit-Reloaded GitHub - VTFEdit-Reloaded]]</ref>
* VTFEdit-Reloaded<ref>[[https://github.com/Sky-rym/VTFEdit-Reloaded GitHub - VTFEdit-Reloaded]]</ref>
** VTFEdit-Reloaded is a successor to VTFEdit
** VTFEdit-Reloaded is a successor to VTFEdit
* VPKEdit <ref>[[https://github.com/craftablescience/VPKEdit GitHub - VPKEdit]]</ref>
* VPKEdit<ref>[[https://github.com/craftablescience/VPKEdit GitHub - VPKEdit]]</ref>
** A CLI/GUI tool to create, read, and write several pack file formats.
** A CLI/GUI tool to create, read, and write several pack file formats.


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** Map and Assets import and cleanup
** Map and Assets import and cleanup
** Optimization
** Optimization
** Credits
** Documentation
** Ideas
** Ideas
* [[User:Beaned|Beaned]]
* [[User:Beaned|Beaned]]
Line 117: Line 177:
* [[User:Zyzyl|Zyzyl]]
* [[User:Zyzyl|Zyzyl]]
** Cleanup Plugins
** Cleanup Plugins
** Consultant for weird dynamic variable behaviour
** Consultant for weird dynamic variable behavior
* [[User:3xit5yl3|3xit5yl3 (Andromeda)]]
* [[User:3xit5yl3|3xit5yl3 (Andromeda)]]
** UIX scrollbar
** UIX scrollbar
Line 126: Line 186:


=== Crowbar Collective ===
=== Crowbar Collective ===
Special Thanks to the Crowbar Collective <ref name="website-crowbar-collective" /> for creating the Black Mesa <ref name="website-black-mesa" /> game and
Special Thanks to the Crowbar Collective<ref name="website-crowbar-collective" /> for creating the Black Mesa<ref name="website-black-mesa" /> game and
Natalino Carlo (Community Manager), for giving the permission to port and use the assets and map parts.
Natalino Carlo<ref>[[https://www.linkedin.com/in/natalinocarlo Linkedin - Natalino Carlo]]</ref> (Community Manager), for giving the permission to port and use the assets and map parts.


== HECU Collective ==
=== HECU Collective ===
Special Thanks to the HECU Collective <ref name="website-blue-shift">[[https://www.moddb.com/mods/black-mesa-blue-shift-remake Website - HECU Collective]]</ref>for creating the Black Mesa <ref name="website-black-mesa" /> Blue Shift <ref name="website-blue-shift" /> mod and Faber (HECU Team Lead), for giving us the permission to port and use the assets and map parts.
Special Thanks to the HECU Collective<ref name="website-blue-shift">[[https://www.moddb.com/mods/black-mesa-blue-shift-remake Website - HECU Collective]]</ref> for creating the Black Mesa<ref name="website-black-mesa" /> Blue Shift<ref name="website-blue-shift" /> mod and Faber<ref>[[https://www.moddb.com/members/faber3 Moddb - Faber]]</ref> (HECU Team Lead), for giving us the permission to port and use the assets and map parts.


== Copyright / Trademark ==
== Copyright / Trademark ==

Revision as of 01:28, 9 November 2024

This world is made by the community.
Black Mesa - Train Ride
A 360° preview image of the spawn area inside the world "Black Mesa - Train Ride"
A 360° preview image of the spawn area inside the world "Black Mesa - Train Ride"
Created By
Published On
2021-12-30
Tags
Black Mesa, Source Engine, Half Life, Train, Tram, Long Loading Time, Tech Showcase



Introduction

Black Mesa - Train Ride is a world by The Science Team.

It is a merge from ports of various Source Engine[1] maps and assets from the Half Life 1 fan remake Black Mesa[2] by Crowbar Collective[3]

The world can be accessed with: resrec:///G-The-Science-Team/R-b1f0e9cf-45c1-4945-88de-2cfa8ae5fa13

or through the in app world browser, searching for Black Mesa - Train Ride

Reaching the Main map

You spawn at the lower level of the Xen Museum[4]

Resonite screenshot of the Xen Museum entrance area
Resonite screenshot of the Xen Museum entrance area

If you go left or right from the spawn, you will find 2 elevators.

Resonite screenshot of one of the elevators inside the Xen Museum area
Resonite screenshot of one of the elevators inside the Xen Museum area

Using the down button inside either brings you to the main map train station.

Creditboard & Map settings

It is right in the middle of the Xen Museum[4] behind the reception desk.

Systems

Most of the systems used in the map are recreations of their counter part from the Source Engine[1]

GBT - Global Body Tracking

This system places SphereColliders on the head, hands, hip and feet.

The main use case is the collision interaction with objects and certain surfaces in the world, like windows and water.

GSS - Global Sound System

This is more of a library then an actual system.

The library holds most of the voice lines and some sound effects, including the necessary attributes for playback.

Grabbing the sound clip Slot reference and attributes Dynamic_Variables is done through the name of the corresponding clip from the game.

GUT - Global User Tracking

The current public release of the map (v0.5.2) has a bounding box based system, to detect if the local user is inside a zone.
These checks are used to drive the culling of parts from the map and transition between the different Soundscapes

Starting with version 0.6.2 of the map, it's gonna be based around colliders on the haptics layer.

Soundscapes

Based on the Soundscapes[5] of the Source Engine[1]

The current implementation is using tracking boxes similar to the GUT

Subtitle System

Displays subtitles at the lower part of the view.

The current version of the map includes the subtitles of all supported languages from the original Black Mesa[2] game.

The subtitle system tries (if possible) to map the displayed text to closest possible Resonite language and falls back to english if none match.

Subtitles get automatically triggered by the GSS, if a matching voice line or sound effect was found.

Black Mesa game maps

The following maps from the game Black Mesa[2] got ported, modified and merged:

  • xen_museum [4]
  • Chapter 01 - Black Mesa Inbound[6]
    • bm_c0a0a
    • bm_c0a0b
    • bm_c0a0c
  • Chapter 02 - Anomalous Materials[7]
    • bm_c1a0a
    • bm_c1a0b


Modifications from the original maps

Chapter 1 & 2

The original game maps are self contained and heavy constrained in size, thanks to limitations within the Source Engine[1].

All parts of chapter 1 and 2 (with the exception of the Xen Museum[4]) are connected and can be explored in one go.

Missing bits and pieces of the map parts got filled in where possible, so the user gets a more complete experience while exploring outside of the normal constrains from the original game.

Xen Museum

All additional rooms got removed from the Xen Museum[4], since the project is more focused on the introduction part (Chapter 1 & 2) of the original game.

Map Hologram

The middle of the room features a blueish hologram of the entire map.

All current users in the session are displayed as the mini info_player_start[8] model from the Source Engine[1].

Hovering over the mini figures reveals an icon for teleporting to the matching user.

Quick Travel

Some of the security and green sliding doors are connected to various parts of the map, which allows quickly reaching most places in the entire map.

An alternative to the doors, is the Map Hologram in the middle of the Xen Museum[4].

External Tools

  • Blender[9]
    • Blender is the free and open source 3D creation suite.
  • BSPSource[10]
    • A Source engine[1] map decompiler
  • Crowbar[11]
    • Crowbar - GoldSource and Source Engine[1] Modding Tool
  • GCFScape[12]
    • GCFScape is a small tool that can open and extract from GCF files that were formerly utilized by Steam for game content storage.
  • Gimp[13]
    • The Free & Open Source Image Editor
  • Plumber[14]
    • A Blender addon for importing Source 1 engine maps, models, materials and textures.
  • Pragma[15][16]
    • Open Source C++ game engine
  • Sledge2Resonite[17]
    • A ResoniteModLoader mod for Resonite Enables users to import their own sledge file format based assets.
  • SourceIO[18]
    • SourceIO is an Blender addon for importing source engine[1] textures/models/maps
  • ssbumpToNormal-Win[19]
    • Source SSBump to modern normal map converter
  • SSBumpToNormalGUI[20]
    • GUI Tool for based on the Source ssbump to normal map converter
  • source-armature-toolkit[21]
    • Flexible multi-purpose Blender plugin focused on fastening the workflow of working with Source armatures.
  • Tenacity[22]
    • Tenacity is an easy-to-use, privacy-friendly, FLOSS, cross-platform multi-track audio editor/recorder for Windows, macOS, Linux and other operating systems.
  • VTFEdit[23]
    • VTFEdit is a tool for viewing, editing, and creating VTF and VMT files.
  • VTFEdit-Reloaded[24]
    • VTFEdit-Reloaded is a successor to VTFEdit
  • VPKEdit[25]
    • A CLI/GUI tool to create, read, and write several pack file formats.


Contributions

  • Elektrospy
    • Map and Assets import and cleanup
    • Optimization
    • Documentation
    • Ideas
  • Beaned
    • Goose ai (wandering NPCs prototype)
    • Initial footstep system
  • Coffee
    • A-Star pathfinding
  • Comeino
    • Notice me senpai sign
  • dfgHiatus
    • C# plugin & mod development help
  • Frooxius
    • For making Resonite
  • Gearbell
    • Vendingmachine ideas
  • Gourry
    • Making the fireextinguisher usable
  • Groxxy
    • General knowlage about the source 1&2 engines
  • Kal
    • Flipboard adscreen animation
  • KungFuMonkey
    • (The not forgotten) Consultant
  • marsmaantje
    • (All the) Systems
    • Logix / ProtoFlux
    • UIX
  • Ukilop
    • Redprint
    • Regex magic
  • Zyzyl
    • Cleanup Plugins
    • Consultant for weird dynamic variable behavior
  • 3xit5yl3 (Andromeda)
    • UIX scrollbar

Legal Stuff

Permission

Crowbar Collective

Special Thanks to the Crowbar Collective[3] for creating the Black Mesa[2] game and Natalino Carlo[26] (Community Manager), for giving the permission to port and use the assets and map parts.

HECU Collective

Special Thanks to the HECU Collective[27] for creating the Black Mesa[2] Blue Shift[27] mod and Faber[28] (HECU Team Lead), for giving us the permission to port and use the assets and map parts.

Copyright / Trademark

Legal Notice on Valve Corporation Copyright and Trademark Rights

All assets, content, and intellectual property associated with the Half-Life series, including but not limited to software, characters, game assets (models, textures, sounds, and music), and branding elements (names, logos, symbols) are protected under U.S. and international copyright laws. Valve Corporation retains exclusive ownership and copyright over these assets and reserves all rights to their distribution, reproduction, and modification.

License

All assets from the game Black Mesa are under the CC BY-NC 3.0[29] license. The content made by The Science Team is under the CC-BY 4.0[30]

References