Level Transitions - Fall through level. Created 19 years ago2005-01-09 17:07:14 UTC by v0rt3x v0rt3x

Created 19 years ago2005-01-09 17:07:14 UTC by v0rt3x v0rt3x

Posted 19 years ago2005-01-09 17:07:14 UTC Post #82857
Alright, I have a problem which I've been researching over the net, and haven't found a solution to.

I have three maps.

The level transition from, lets say, map1 to map2 goes without problem.

However the level transition from map2 to map3 has problems.

Its inside an elevator, the landmarks are set correctly (no caps, no spaces, correctly set map names) and they are correctly placed as well.

What happens when the transition goes, is that you start inside the void.

Another point that should be mentioned, is that when I noclip into the map, and take it off to walk around, the player falls through the floor.

I've been thinking about something I read on the net...does the player in the map that I try to spawn to, actually appear according to the position of the landmark in the FIRST map? (the one I spawn from)?

If that is the case:

a) how can I fix this problem and
b) why have a second landmark then in the first place?

The level transition takes place in a non-moving elevator, with env shake and sounds, to make it seem like its moving.

There are player starts in both maps, so basically everything is set up the way its supposed to. As I mentioned, a level transition from map1 to map2 works perfectly and is also set within an elevator.

Any ideas? Help? Suggestions?

Thx guys. :
Posted 19 years ago2005-01-10 00:19:41 UTC Post #82950
Elevator wouldn't be a entity brush would it?
Just a guess.
Always best to transition to a solid world brush.
Posted 19 years ago2005-01-10 04:43:21 UTC Post #82968
He said non-moving though, so I imagine it's the trickery employed in one of our tuts and one of my own maps.

Have you copied the entire area from the first map, including the landmark, to the second?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-01-10 06:33:15 UTC Post #82984
THe landmark defines the same spot in both maps, so need as many landmark entities as you have maps connected to the current, or less.
You should have two landmarks in your map2, one for map1 and one for map3, and one each in map1 and map3.
I've been thinking about something I read on the net...does the player in the map that I try to spawn to, actually appear according to the position of the landmark in the FIRST map? (the one I spawn from)?
Right. When you've been (4;8;16) units away from it in map1, you'll be (4;8;16) units away from it in the next map too.

You say the transition doesn't work. What happens? Does HL crash, do you get stuck...?
Another point that should be mentioned, is that when I noclip into the map, and take it off to walk around, the player falls through the floor.
How far does he fall? If he just falls infinitely, you don't have a clipping hull. Check your compile log for BSP errors. Otherwise there might be a bug in your compile tools, or you have compiled with -onlyents, although changing the geometry.
Posted 19 years ago2005-01-10 07:08:10 UTC Post #82986
After trying and trying, I went to TWHL's tutorial site and got the example maps from the level transition tut and copied the one with the elevator at the top and the one at the bottom. I removed the tunnel completely, as I didn't need it.

I have not compiled with -onlyents
What happens during transition is that I start outside of the map.

When I noclip into the map and try to walk around with noclip off, I fall to floor level - in other words, the player falls through level and gets stuck with his eyes on floor level :P

I've got two landmarks in Map2. One for Map 1 and one for Map 3 and both of them have one landmark each.

>> Right. When you've been (4;8;16) units away from it in map1, you'll be (4;8;16) units away from it in the next map too.
That would explain my problem probably.

Lets say we create a corridor in Hammer on the bottom-right most side, and hammer a level transition into it.

In map2, we copy and paste the corridor into the top-right most corner.
this is just an extreme example - not exactly what I did though.

would that result in a void-player_start?

if so, any ideas on how to fix it?

;)
Posted 19 years ago2005-01-10 07:23:53 UTC Post #82989
If you move the landmark with the corridor, the player won't start in the void.

The problem seems to be quite complicated - I advise you to upload the .map to the problems vault.
Posted 19 years ago2005-01-11 06:32:03 UTC Post #83154
Ok, Update!

I've moved both elevator rooms in both levels, so that the landmark are in the same spot on Hammer's grid.

It wasnt like that before, so I dunno if that was causing the problem, but the thing is - it still doesnt work.

With the transition now, I do start in the elevator, and not outside of the map anymore, BUT, I cannot move (so its still as if I was outside of the map, and if I noclip ON and noclip OFF, I sink into the floor again.

:zonked:
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