Here's the place to discuss, ask questions, or show off your work-in-progress screenshots for the Make Black Mesa Come Alive competition!
The prizes are the same as the last compo, since Hezus donated his first prize to this challenge instead. The hard-to-find book Raising the Bar will be shipped to the winner. Good luck, I can't wait to see what you come up with!
That's not really in the spirit of this competition, correct. If and when we ever get a playtest server together, you could ask for your map to be included so it gets some playtesting and exposure but it wouldn't be eligible for the competition, sorry.
Nope, you're fine just using the fgd that came with JACK. There were some limits increased with the 25th Anniversary update but they weren't directly mapping-related limits for the most part.
Here's the place to discuss, ask questions, or show off your work-in-progress screenshots for the Vanilla HLDM Competition celebrating Half-Life's 25th Anniversary!
The prizes are serious this time, it's my last available copy of Raising the Bar that'll be shipped to the winner. Good luck, I can't wait to see what you come up with!
There are some tricks you can do, like having the train be stationary and have the station move until stopping. Then have a map change to a new map where both station & train are world brushes, and have a func_door or func_train open for the train's door.
This line right here: Are you sure you included zhlt.wad in your wadpath list?
SKIP is a tool texture and is in zhlt.wad (comes with JACK). Add that to your game configuration in JACK and you'll be good to go (and get access to a lot of other useful tool textures).
You can use a trigger_transition to control what entities transfer with you across a level change.
If the game is crashing when the 2nd map is loaded, it's likely a problem with the map itself (e.g. referring to a sound or model that isn't present). Are there any warnings or errors compiling map 2?
You can either replace 640hud4 and 640hud5 sprites with custom ones, or just create your custom sprite(s) and modify hud.txt in the sprites folder to point to your new ones.
Are they single player or deathmatch? If deathmatch, you have to make a server using the Create Server menu option, or set deathmatch 1 and then run the map via console - then you'll get the HEV from the start and the starting weapons.
I know some of these cropped up during the Level Design Academy streams I did with Phillip. Trying to recall some that some of the viewers didn't know:
Ctrl-E centers all 2D views on the selected object. Ctrl-3 centers the 3D view on it (JACK only)
Yes, even if it's a one-way transition, you need the return trigger set up properly. You can put it out of the way and make it 'use only' so it's a true one-way trip.
I think I know what you're trying to do - you could edit the one vanilla map and include that with your mod. That one should load instead of the one in the valve folder.
The problem is that the c2a3d trigger does not point to mymap.bsp, it points to c2a3c.
Also the landmarks don't need to have the same coordinates, they just need to have the same relative place in the maps (e.g. left side of a hallway, 64 units from the ground).
What engine/game is this for? And I second the request to be more specific - can you tell us the problem, and exactly what entities you are using and what properties you've set?
I am a huge fan of mixing things up. I'd love to see some collab projects among the mini-compos, even small ones like TWHL Tower 2 like someone mentioned.