changing levels Created 19 years ago2004-07-02 05:30:19 UTC by hefsys hefsys

Created 19 years ago2004-07-02 05:30:19 UTC by hefsys hefsys

Posted 19 years ago2004-07-02 05:30:19 UTC Post #38190
Does anyone know how to break up my maps ("topside_updated" in unfinished maps section of map vault) into 3 or 4 maps with working changelevel stuff? It is an outdoor map so it could be very challenging.
Posted 19 years ago2004-07-02 05:47:58 UTC Post #38195
Just read the changelevl tut and fiddle around with the placement, I'm sure you can figure out how to make it work.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-02 05:54:41 UTC Post #38200
I've read that one & the ones @ VERC & they aren't explained properly.
Posted 19 years ago2004-07-02 06:05:47 UTC Post #38203
The one at the VERC covers it very thoroughly and technically correct. Kol's tutorial is also technically correct.

Have you really read them fully? And done as they described?
Posted 19 years ago2004-07-02 06:08:30 UTC Post #38204
OK. I noticed that too, as well as the fact that the example map didn't quite work for me.
The key to a successful level_change is perfection. Take a hallway with a map change in the middle. The best way to do this is to first create the hallway in a seperate map. Place an info_landmark in it. Copy this hallway into the maps that you want the change to be in. Now place your trigger_changelevel's in the correct positions. Make sure you setup the options correctly. Now compile the first map but don't go through the the change. Compile the second map (place the info_player_start away from the change) and don't go through the change. Open up Half-Life and load the first map. Now go through the level change. It should work perfectly! :)
AJ AJGlorious Overlord
Posted 19 years ago2004-07-02 06:12:23 UTC Post #38205
Just as the tutorials said...

Except that they left out the copying of the hallway. It's a good method though.
Posted 19 years ago2004-07-02 06:18:50 UTC Post #38206
I find that it leads to better results, espicially in trying to avoid players from seeing the change, apart from the 'Loading' text. Take a look at some of the changes in the original Half-Life. You will sometimes notice that the two maps are inconsistant.

There's a better level of accuracy by coping the section in. You wont get the positioning of the entities wrong either. I managed to a get a camera to go 'through' a change level for a map using this method.
AJ AJGlorious Overlord
Posted 19 years ago2004-07-02 11:39:55 UTC Post #38270
Posted 19 years ago2004-07-02 22:04:11 UTC Post #38395
Your map cannot be downloaded
Posted 19 years ago2004-07-04 02:18:17 UTC Post #38618
Downloaded fine for me..
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