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

Uhm, yes you are right. need to get some sleep.
Or finish java project…

Well actually I know how to decompile files in bspsource but I still can’t open them in hammer when they are in vmf. I’m using hammer_testbuild04 and when I try to open my decompiled map it doesn’t see it like it never existed.

How about this. Start smaller. Make a new map from scratch, and save it. See if you can open that.

Problem solved ! I managed to configure hammer with black mesa and I opened c4a2 for example in hammer. The problem is I’m not a good mapper and now I don’t know how to edit map. Everything is black I can’t edit a thing and when I decompile this map back to bsp from hammer map works but nothing is in : no monsers, props and level transitions. Just a skybox and a few routes to go to.

Okay I managed to solve this problem myself. Now I’m fully ready to start making maps. So which map should I help you with ? I know that one of you is working on gonarch’s lair, another is working on interloper. So please tell me which xen map should I start making so I can press on.

You might just start with the first map of Interloper. That would be c4a1a.
Around the 20th or so, I’ll probably continue with c4a1d.

Okay I will start from today. This map is really complicated because it has many floating platforms and mantas which are unfortunately materials not models, but I will see what I can do.

I assume they’re just func_trains, which means all you need to do to get them to work is turn them into func_tracktrains and change any path_corner entities into path_tracks.

Thanks, that may work I will give it a try. And a portal to the next map isn’t working so what should I do to get it work ?

Look at the entity I/O and see what’s broken. Then basically fix it to get it working as intended.

I usually have HL: Source running beside my main screen when I work, so I see how the map functions as intended. Then I try to emulate the intended outcome as best as possible in the new map.

Sometimes you’ll have to create your own equivalents if the original entities simply no longer exist.

I tried to change func_trains to func_tracktrains but they were already tracktrains and they doesn’t work. I mean this deep holes which push player up in c4a1a.

Also I don’t know how to look at entity I/O. As I said before I just started my maps career and I still have much to learn.

Then follow the tutorials at developer.valvesoftware.com and try making some of your own maps before attempting this. The project is heavily I/O oriented.

Finished the x_c4a1a map, well kind of. I added HDR lighting, fixed few bugs and added npcs. I even added portal to the next map but I don’t know if it works fine. If someone wants to fix more things because I am still a hammer newbie ;p then do whay you like with this map.

Here is the map - https://www.wikisend.com/download/887314/x_c4a1a.rar

How much experience with Hammer do you have?

I’d help with this but I don’t have HL: S.

Placing HL:Source content messes up some models and textures…

You mean in my map ?

You should only really need to materials, which should be far from overwriting anything in Black Mesa

Straight file extraction should not cause problems unless filenames AND pathnames are the same, in which case any decent OS should give you an overwrite/folder merge warning anyway, which anyone with common sense should know is dangerous or at the very least suspicious.

Well, I think I have to stop working on these maps because it looks like no one else gives a **** about xen project, and I’m too newbie to work on them myself.

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.