changing levels Created 20 years ago2003-12-16 17:18:26 UTC by widower22 widower22

Created 20 years ago2003-12-16 17:18:26 UTC by widower22 widower22

Posted 20 years ago2003-12-16 17:18:26 UTC Post #7994
I have newly become obsesed with modifying halflife this site rocks!!
Changing level is beyond me though i downloaded the example map and that work on my machine but when i try to link MY maps together, my player get stuck in the wall or where the blue yellow and red lines on the 3d view meets. Why, Help Me Quickly PLEASE.
o and Do i need to upload my map to demonstrate?
widower22
Posted 20 years ago2003-12-16 17:52:49 UTC Post #7997
ok, first you need to put an entity called info_landmark in each map, it as to be in the same place though, next, put a trigger_changelevel in. a changelevel is a brush entity so u need to select the aaatrigger texture and create an area where you want the level to change, u can also assign changelevels to button if u tick te USE only flag. Does that help you?

p.s. has anyone else experienced the w32.msblast virus? If so, ask me as I know how to remove it easily!!!
:lol:
m0p m0pIllogical.
Posted 20 years ago2003-12-16 17:59:45 UTC Post #7999
I reinstalled my OS ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-16 20:43:10 UTC Post #8019
U dont need to reinstall windows!
m0p m0pIllogical.
Posted 20 years ago2003-12-17 03:52:47 UTC Post #8027
I know, but I was dualbooting Me/XP at the time and hadn't started using XP properly for any reason. In the end Me got so clogged up that I switched, and then I had Blaster from not using a virus scanner :D

I'd only visited about ten sites! :lol:

So I reinstalled XP ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-17 07:25:59 UTC Post #8042
You've probably not got all the walls or changelevel entities perfectly lined up. What I suggest you do is re-build the "change level" corridor separately, including the changelevels and landmarks for both maps. This way you can ensure everything is perfectly aligned. Just make sure all the center points are on the same axis. (all the x's touch on one of the 2D views) When you have done this, copy it whole to both levels, and then delete the entities that don't apply. This should solve your problem.
Posted 20 years ago2003-12-17 10:51:37 UTC Post #8072
Windows ME is well unstable!!! Windows 200 Pro rocks!!! Either that or SuSe Linux 9.2 64bit edition! :lol:
m0p m0pIllogical.
Posted 20 years ago2003-12-17 10:52:26 UTC Post #8073
yeah, all of the room where the level change is has to be exactly the same otherwise it would be a very strange second map!
m0p m0pIllogical.
Posted 20 years ago2003-12-17 13:58:32 UTC Post #8082
how is mapping 'modifying hl' ;)
Posted 20 years ago2003-12-17 15:04:51 UTC Post #8101
Of course it is. You're playing a map that wasn't originally with the game.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-17 17:23:14 UTC Post #8128
O.k i'll try, back to !MODIFYING HALFLIFE!
Posted 20 years ago2003-12-17 18:58:02 UTC Post #8135
is there a tut on changing levels, I hate to see repeat forums, it is very annoying. COuld someone make one with good Map making experiance?
Posted 20 years ago2003-12-17 20:25:25 UTC Post #8151
A mod uses 'modified' halflife code, hence the name. I don't consider maps as mods, there has to be some manipulation involved.

(I think I'm fighting a losing battle as i'm not even entirely sure what im talking about)
Posted 20 years ago2003-12-17 21:59:43 UTC Post #8158
you are loosing jobabob. Mod means Modification and making a map is MODIFYING half-life since the map was not origanolly with half-life. blue shift used the same code, does that mean it was not a mod?
Posted 20 years ago2003-12-18 03:50:09 UTC Post #8181
No, it didn't. I'm sure the code would have been modified in some way here.
Seventh-Monkey Seventh-MonkeyPretty nifty
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