Loading Seperate Levels
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Re: Loading Seperate Levels
Posted by David from IKG on Sat Jan 29th at 11:23pm 2005


Is it possible to make it so that at the end of a map, a new bsp gets loaded, without coding? Example, i travel through a maze and reach the end. I want to make it so that once i walk past the finish line, i get teleported to a sererate map/level. Thanks.



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Re: Loading Seperate Levels
Posted by diablobasher on Sat Jan 29th at 11:42pm 2005


Explain more clearly, single player? Multiplayer?

I assume single player. This does not require any coding.

There is a level change tutorial on this site somewhere, i need sleep so cant look for it right now.

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Re: Loading Seperate Levels
Posted by David from IKG on Sun Jan 30th at 3:01am 2005


please give me a link when you can



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Re: Loading Seperate Levels
Posted by devil_monkey471 on Sun Jan 30th at 4:23am 2005


Wouldn't it be easier to look through the site yourself... Just go to the mapping section and check the tutorials...

Geez, some people can be lazy.




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Re: Loading Seperate Levels
Posted by David from IKG on Sun Jan 30th at 4:29am 2005


i already did look



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Re: Loading Seperate Levels
Posted by French Toast on Sun Jan 30th at 4:34am 2005


Ok, here is a link:

http://www.snarkpit.com/editing.php?page=tutorials&id=151&highlight=elevator

All I did was click new topic, when prompted to search typed elevator, and got this right away. I hope this is what you wanted.

Edit: Holy sh*t, wrong thread. ARG. Sorry everybody! Mixup

Edit Again:

http://www.snarkpit.com/editing.php?page=tutorials&id=152&highlight=level,change There I think that is what you need.

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Re: Loading Seperate Levels
Posted by David from IKG on Sun Jan 30th at 6:17am 2005


but if i fill up all the space on the grid in hammer with seperate level sections, what do i do then? i thought there would be a way to load a totally different bsp



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Re: Loading Seperate Levels
Posted by diablobasher on Sun Jan 30th at 11:02am 2005


This tutorial explaind that....

EDIT: Oh ok, just read the tutorial, didnt understand a word of it, but it is refering to an area in another .BSP, look up the HL1 level changes, i thjink there very similar, hopefully there will be a better tutorial

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Re: Loading Seperate Levels
Posted by AlphaMRE on Sun Jan 30th at 6:48pm 2005


So is there a way to make 1 bsp for your whole map and basically cut it into different loading sections?




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Re: Loading Seperate Levels
Posted by Guessmyname on Sun Jan 30th at 6:51pm 2005


I guess this maybe possible with areaportals, but it take years to compile...
...even load...

PS The tut French Toast was made to show how to deal with a few bugs present in HL2 level changes, but not HL1. I would know too, because I wrote it. Took me ages to figure out what was messed up!
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Re: Loading Seperate Levels
Posted by David from IKG on Sun Jan 30th at 8:04pm 2005


so im guessing theres no way...



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Re: Loading Seperate Levels
Posted by Guessmyname on Sun Jan 30th at 9:25pm 2005


no there is!

You have your two maps, right?

And you want them to join seemlessly, right?

In both maps, there should be a bit that is absolutely similar to the other. In the same "area" of this similar bit - in both maps - place an infolandmark. Give it a name.

You now have an info_landmark in each level, both of which has the same name.

Now make a brush covered with the Trigger texture tie it to a trigger_changelevel. Set the info landmark target thingy (I can't remember the name right now) to the name of the landmarks.

Now for the annoyingly stupid part. For some reason, HL2 always wants there to be a way back to the previous level. So repeat the process, but with the new landmarks under a differnt name, and the changelevel in the second map. If you want a way, fine. If you don't, plop it a room that you can't get to.

Now to deal with the second bug, the one that makes it rather difficult to go back. In HL1, when you changed levels, you spawned on the landmark. In HL2, you can dump the bloody thing anywhere you want, it'll spawn you on the orign. There are two ways of dealing with this, and each are appropriate, depending on your situation.

A: Select Texture Lock from the Tools list. Then select your entire map, and move it so that the entrance is over the origin. Use this method only if you have it as the last level or you can't go back to this one (ie you jump over a cliff to switch levels)

B: Keep everything where it is, plop a teleport over the origin, encase it in brushes to stop leaks, set the teleport destination to your info landmark, and your laughing.

Actually, you shouldn't be laughing at this. If you are, you're insane.

Hahahahahahahahahahha!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
[addsig]





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