Re: Loading Seperate Levels
Posted by David from IKG on
Sat Jan 29th 2005 at 11:23pm
Posted
2005-01-29 11:23pm
60 posts
6 snarkmarks
Registered:
Jan 16th 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.
Re: Loading Seperate Levels
Posted by diablobasher on
Sat Jan 29th 2005 at 11:42pm
Posted
2005-01-29 11:42pm
143 posts
44 snarkmarks
Registered:
Oct 18th 2003
Occupation: Spastic, Bannisher of HALO!
Location: England
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.
Re: Loading Seperate Levels
Posted by David from IKG on
Sun Jan 30th 2005 at 3:01am
60 posts
6 snarkmarks
Registered:
Jan 16th 2005
please give me a link when you can
Re: Loading Seperate Levels
Posted by devil_monkey471 on
Sun Jan 30th 2005 at 4:23am
27 posts
13 snarkmarks
Registered:
Jan 27th 2005
Location: Canada
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.
Re: Loading Seperate Levels
Posted by David from IKG on
Sun Jan 30th 2005 at 4:29am
60 posts
6 snarkmarks
Registered:
Jan 16th 2005
i already did look :razz:
Re: Loading Seperate Levels
Posted by David from IKG on
Sun Jan 30th 2005 at 6:17am
60 posts
6 snarkmarks
Registered:
Jan 16th 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
Re: Loading Seperate Levels
Posted by diablobasher on
Sun Jan 30th 2005 at 11:02am
Posted
2005-01-30 11:02am
143 posts
44 snarkmarks
Registered:
Oct 18th 2003
Occupation: Spastic, Bannisher of HALO!
Location: England
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
Re: Loading Seperate Levels
Posted by AlphaMRE on
Sun Jan 30th 2005 at 6:48pm
13 posts
11 snarkmarks
Registered:
Jan 23rd 2005
So is there a way to make 1 bsp for your whole map and basically cut it into different loading sections?
Re: Loading Seperate Levels
Posted by Guessmyname on
Sun Jan 30th 2005 at 6:51pm
342 posts
173 snarkmarks
Registered:
Dec 6th 2004
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!
Re: Loading Seperate Levels
Posted by David from IKG on
Sun Jan 30th 2005 at 8:04pm
60 posts
6 snarkmarks
Registered:
Jan 16th 2005
so im guessing theres no way...
Re: Loading Seperate Levels
Posted by Guessmyname on
Sun Jan 30th 2005 at 9:25pm
342 posts
173 snarkmarks
Registered:
Dec 6th 2004
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!