Black Mesa - Train Ride: Difference between revisions
Elektrospy (talk | contribs) Added more information about system in the map and changes made compared to the originals |
Elektrospy (talk | contribs) Added map wireframe render as map overview and small descriptions changes. |
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or through the in app [[World_Browser|world browser]], searching for <code>Black Mesa - Train Ride</code> | or through the in app [[World_Browser|world browser]], searching for <code>Black Mesa - Train Ride</code> | ||
== Map overview == | |||
[[File:Resonite_black_mesa_bm_c0a0abc_wireframe_randomcolor_0.jpg|none|250px|Wireframe render of the whole black mesa train ride map]] | |||
= Reaching the Main map = | = Reaching the Main map = | ||
You spawn at the lower level of the Xen Museum<ref name="steam-workshop-xen-museum" /> | You spawn at the lower level of the Xen Museum<ref name="steam-workshop-xen-museum" /> | ||
[[File:Resonite_black_mesa_xen_museum_desk.jpg |none|250px|Resonite screenshot of the Xen Museum entrance area]] | [[File:Resonite_black_mesa_xen_museum_desk.jpg|none|250px|Resonite screenshot of the Xen Museum entrance area]] | ||
If you go left or right from the spawn, you will find 2 elevators. | If you go left or right from the spawn, you will find 2 elevators. | ||
[[File:Resonite_black_mesa_xen_museum_elevator.jpg |none|250px|Resonite screenshot of one of the elevators inside the Xen Museum | [[File:Resonite_black_mesa_xen_museum_elevator.jpg|none|250px|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. | Using the down button inside either brings you to the main map train station. | ||
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It is right in the middle of the Xen Museum<ref name="steam-workshop-xen-museum" /> behind the reception desk. | It is right in the middle of the Xen Museum<ref name="steam-workshop-xen-museum" /> behind the reception desk. | ||
= Systems = | = Systems and features= | ||
Most of the systems used in the map are recreations of their counter part from the Source Engine<ref name="valve-dev-source-engine" /> | Most of the systems used in the map are recreations of their counter part from the Source Engine<ref name="valve-dev-source-engine" /> | ||
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Subtitles get automatically triggered by the [[#GSS - Global Sound System | GSS]], if a matching voice line or sound effect was found. | Subtitles get automatically triggered by the [[#GSS - Global Sound System | GSS]], if a matching voice line or sound effect was found. | ||
== 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" />. | |||
= Black Mesa game maps = | = Black Mesa game maps = | ||
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=== Chapter 1 & 2 === | === Chapter 1 & 2 === | ||
The original game maps are self contained and | The original game maps are self contained and require to pass through loading zones to transition between them. | ||
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. | 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 with this port. | ||
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. | 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. | ||
Line 93: | Line 108: | ||
=== Xen Museum === | === 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. | 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. | ||
= External Tools = | = External Tools = |
Revision as of 23:16, 11 November 2024
- This world is made by the community.
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
Map overview
Reaching the Main map
You spawn at the lower level of the Xen Museum[4]
If you go left or right from the spawn, you will find 2 elevators.
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 and features
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.
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
[6] 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].
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[7]
- bm_c0a0a
- bm_c0a0b
- bm_c0a0c
- Chapter 02 - Anomalous Materials[8]
- bm_c1a0a
- bm_c1a0b
Modifications from the original maps
Chapter 1 & 2
The original game maps are self contained and require to pass through loading zones to transition between them.
All parts of chapter 1 and 2 (with the exception of the Xen Museum[4]) are connected and can be explored in one go with this port.
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.
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
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 [Valve Dev Wiki - Source]
- ↑ 2.0 2.1 2.2 2.3 2.4 [Website - Black Mesa (Source)]
- ↑ 3.0 3.1 [Website - Crowbar Collective]
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 [Steam Workshop - Xen Museum]
- ↑ [Valve Dev Wiki - Soundscapes]
- ↑ [Valve Dev Wiki - Info_player_start]
- ↑ [Valve Dev Wiki - Black Mesa Inbound (Black Mesa)]
- ↑ [Valve Dev Wiki - Anomalous Materials (Black Mesa)]
- ↑ [Website - Blender]
- ↑ [GitHub - BSPSource]
- ↑ [GitHub - Crowbar]
- ↑ [Valve Dev Wiki - GCFScape]
- ↑ [Website - Gimp]
- ↑ [GitHub - Plumber]
- ↑ [Website - Pragma Engine]
- ↑ [Github - Pragma]
- ↑ [GitHub - Sledge2Resonite]
- ↑ [GitHub - SourceIO]
- ↑ [GitHub - ssbumpToNormal]
- ↑ [GitHub - SSBumpToNormalGUI]
- ↑ [GitHub - valve-armature-toolkit]
- ↑ [Codeberg - Tenacity]
- ↑ [Valve Dev Wiki - VTFEdit]
- ↑ [GitHub - VTFEdit-Reloaded]
- ↑ [GitHub - VPKEdit]
- ↑ [Linkedin - Natalino Carlo]
- ↑ 27.0 27.1 [Website - HECU Collective]
- ↑ [Moddb - Faber]
- ↑ [Website - Attribution-NonCommercial 3.0 Unported]
- ↑ [Website - Attribution-NonCommercial 4.0 International]