I bring you... the Xen Levels in Black Mesa

Tried it, didin’t work. I think the problem might be that I have no vtf for this file not vmf so can you upload VTF file ,not VMT ?

Do you have a file “materials\xen\xen_t_bvlad16051997\xen_4.vtf”? In the archive it is. In any case, try to download it https://www.mediafire.com/download.php?136e26ycwtl146g

While there, you have it exactly. xen_4.vtf displayed in xen_4_5.vmt

I do not know what the problem is. Someone download the map and make sure you have you have this error?

I get these errors, too. the ‘c’ in xen_4c4.vmt is a strange one, not in ASCII space. Until I rename it, my text editor can’t even open the file, because of the filename.

Edit:
Looking into the bsp file reveals that the referenced file name is XEN/XEN_T_BVLAD16051997/XEN_4Ñ4 (when decoded to ANSI). The ‘Ñ’ is hexadecimal D1, not 63 or 43, which would be a standard latin ‘c’ or ‘C’.
Vlad, you should rename your material using a standard latin ‘c’ and also replace all references in the vmf file, then recompile.

We all love single-byte character encodings, right?

Hell, I think I understood what the problem. The name of the file “xen_4c4.vmt” I instead of English “c” wrote the Russian “c” they do the same, but source engine will not support the Russian language, so this is a error. Download and copy this file https://www.mediafire.com/download.php?sg6y4lsmim05hbe. By the way, I already had the bug, but a long time ago. I remember, was very angry because I did not understand where the error occurred.
mbit thank you!

Corrected the error and changed the download link here as well as on YouTube.

I tried it, tried every way you all suggested and still I have this texture missing.

It’s all because I compiled a map with the same texture, which has “c” - Russian. I compiled the map again. The fact that the menu in my Blatsk Mesa - Russian, so I have the support of the Russian language. But you do not know the Russian language, and you have a menu in English, and Black Mesa you will not support the Russian language.
I compiled the map again and changed the texture, now these problems will be no more. Just download the Xen again. https://www.mediafire.com/download.php?cqlmw3z0e3bwmg1

Thanks Vlad it finally works fine ! Now my another request ( but I think everyone will agree ) Is that someone needs to do transition from map bm_c3a2h to xen_c4a1 right ? Just like it was done in map from dky. I would do it myself but I have completely no experience in level transitions.

If dky allow the use of their map bm_3a2 I can make the transition, but I think that it is not necessary.

There’s no need for dky’s bm_c3a2 because his map is named x_bm_c3a2 and because of that there’s no way to link it to original black mesa missions. Someone needs to do new bm_c3a2 to xen_c4a1 transition.

And Vlad did you created hd textures for mbit maps already ?

HECU MARINE not yet, but I’m working on them.

I don’t want to crawl back through the 10 pages of thread here, but I seem to recall you were saying you might have some problems with getting the Vorts on Interloper to be friendly to the player, and I came up with an inspired way to do it last night.

Apologies if you already know about this/have your own method, I figure it won’t hurt to see this.

On each map where you want the Vorts to be friendly to the player by default, have an ai_relationship (applied on map start) with npc_alien_slave as the target and !player as the subject, with the relationship set to like. Boom. Simple enough.

Now give EVERY SINGLE npc_alien_slave on your map the following output:

Output: OnDamagedByPlayer
Targetname: !self
Input to fire: SetRelationship
Parameter Override: !player D_HT 100

This should set it so the Vorts like the player, and thus leave him alone, until being attacked by him. They then immediately hate him and will try to kill him until they die themselves.

Hope this helps, good luck with your project!

I played his maps and he already DID ai for vortigaunts, but maybe it will help him in some way.

Thanks that you want to help us!
That’s a nice solution, however I already solved that problem by using an enemy filter on the vorts that have to be neutral to the player. In HL, nearby vorts in that hall would assist their comrades when being shot at. I still dont’ know how to achieve that in BM.

Well, for that to work rather than use an enemy filter it would be better to use an ai_relationship. Have the default ai_relationship setting the Vorts to like the player.

There are 2 simple ways of doing it, the first probably being better:

  1. Have an AI relationship in each room with the radius of effect set to be the size of the room, roughly. Set the target to npc_alien_slave, and the subject to !player. The disposition being “hate” with a priority of 100. Then give each Vort in the room an output of OnDamagedByPlayer, and have the output target the ai_relationship, firing the input ApplyRelationship.

Now whenever a Vort gets attacked by a player, all his friends in the radius of the ai_relationship will attack the player.

  1. The other way to do it is to give all the Vorts in one room a common/shared base name. So, for example, call all the Vorts in room 01 c4a2a_vort_room01. Then create the AI relationship, with the target being c4a2a_vort_room01 and the subject being player. Then do the same thing with the outputs. Now, when ANY Vort in Room 01 gets shot, it will trigger the relationship which sets all vorts in Room 01 to hate the player.

Hope this helps.

I agree with the ai_relationship method.

For getting AI to assist in attacking the player, I recommend looking into aiscripted_schedule, npc_enemyfinder, and messing around with squads.

I made a texture to the model of “Fungus” Well, how do you?

Fantastic ! Great ! Awesome ! You should release it at once !

Texture still unfinished. And I think that there is no sense to re-issue cards for a single model. Now I’m just going to do textures and models for the world of Xen and after all the cards will have been completed, I will edit them to change the geometry of the map and add HD textures and models.

I have decided that I will do map “c5a1” to “Black Mesa” (not graphic, namely translation). Nihilanth map "c4a3 I can not do.

So you will make Gman conversation ? Awesome !

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.