Re: overviews for blue shift
Posted by MASTERMIND on
Sat Sep 6th 2003 at 6:00am
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Can anyone tell me why dev_overview doesn't work with Blue Shift?
Re: overviews for blue shift
Posted by Cash Car Star on
Sat Sep 6th 2003 at 10:01pm
Posted
2003-09-06 10:01pm
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Heh, apparentally not. I'm not too sure many people have it, and I know of no one who's ever mapped for it. You should be able to just make the overview files in standard HL though. Just move the map to the normal valve folder and run it in HLSP through the console. You should be able to get the overview screenshot you need (that is all you need, right?)
Re: overviews for blue shift
Posted by Adam Hawkins on
Sat Sep 6th 2003 at 10:06pm
Posted
2003-09-06 10:06pm
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Wasn't Blue Shift released before Valve had implemented the overview function?
Re: overviews for blue shift
Posted by MASTERMIND on
Sun Sep 7th 2003 at 12:07am
Posted
2003-09-07 12:07am
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SORRY CASH CAR STAR, I DIDN'T SPECIFY, I WANTED TO MAKE OVERVIEWS OF THE ORIGINAL LEVELS FOR BLUE SHIFT (I'M NOT MAKING BLUE SHIFT LEVELS) I'M TRYING TO MAKE A MAP OF THE COMPLETE BLACKMESA FACILITY BY USING OVERVIEW1 FROM ALL OF THE MODS
Re: overviews for blue shift
Posted by Cash Car Star on
Sun Sep 7th 2003 at 12:56am
Posted
2003-09-07 12:56am
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You can still move the levels into the valve directory and open them up in single player halflife. You may need to extract them from the pak file first, though. Just copy the wads, models, sprites and sounds too and nothing should crash; maybe a few entities won't initialize but nothing major.
And what's with the all caps?
Re: overviews for blue shift
Posted by MASTERMIND on
Sun Sep 7th 2003 at 4:20am
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Sorry cash car star, that didn't work, it still crashed