Procedural Terrain Displacement
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Overview
Black Mesa utilizes semi-procedural terrain displacement to generate some breathtaking vistas using the Source-engine's built in terrain features. Some data is cleverly generated using a variety of procedural terrain generation software suites, and is both pre and post modified to achieve the desired results.
The generated data is segmented into sections which are manually adjusted in terms of resolution, triangle-count and file-size in order to maintain desired performance limitations and make this method scalable and flexible across a variety of systems. Procedural Terrain Displacement will be used in areas where practical, such as the Cliff-side in Surface Tension, but will not be used throughout the entire game due to texture memory usage and time constraints. [1]
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