Everything works, great project. But the most sad part is when I realised that when I replace scenes.image I can no longer play TEXTFAMGUY1 Surface tension missions because it’s not working properly. Can you edit scenes.image from his project so it will be avaible to play both his and yours maps.
Or you just make a back-up of TEXT his scenes.image by using copy-paste :U.
I created a new Snenes.image. If you replace it, you’ll be able to play my map and maps TEXTFAMGUY1. https://www.mediafire.com/download.php?o8lkqfhtuxlhqaq
Yeah it works ! Thanks, and good job !
I finished my map x_c4a1a. Gameplay https://www.youtube.com/watch?v=n4hiugKRraI&feature=youtu.be. But I have a one error I can `t fix:" Inserted func _rotating with no model ". She is to mine no matter what no effect, but it annoys me. The whole console is filled with this error. Maybe someone knows how to fix it. Help me.
Xen plant lights I used from prefab Mbit.
Already half of the map c5a1 - ready. Nihilanth already can teleport to player, turn towards the player, and kill the player. Most of Nihilanth made Tray, about which I have spoken.
Wow it’s almost complete. Hd textures, gonarch’s lair and one interloper outside map and it will be a complete xen pack ! Also transition from lambda core would be good.
In interloper, can you make the mantas like the ones in BM?
Ergh. TEXTFAMGUY1 updated scenes.image in his surface tension maps so I can no longer see gman scene again. Can you reupload updated scenes.image if that’s no problem ?
Wait, are you guys porting Xen to Black Mesa as the team does their work on the real version?
Yes, but from half life maps.
I’ve been working on c4a1b yesterday, but theres still lots of work to do.
Dky already did modify the last lambda core map to establish a transition to xen, do you remember?
Unlikely. The one BM Manta model is 2x to 3x the size of the HL mantas and at least in one map, they wouldn’t fit though some of the small tunnels as they do now. Furthermore, consistency is top priority, so I would not encourage using them in maps where they would fit.
Maybe Vlad finds a solution for his HD version. The old HL mantas would really look odd there.
Yes but dky made transition for xbm_c3a2h not bm_c3a2h so it’s not usable anymore. Besides transition went to dky’s map not the one from vlad ( vlad’s version is better it has hd textures ), so it must be done again.
BM Mantas would be good. It’s a shame it’s just half life manta model for now.
Actually it should be very easy to fix the map transitions from (x)bm_c3a2h. You’d just have to change the map reference names in the entities and the BSP filename, then allow for backward level transition in the next map. I could do that in about a minute or two.
Didn’t renaming the map require recompiling? Due to all the auto-generated fixup materials that go into the zip lump and are named like the map.
I suppose you did try using entspy to edit bm_c3a2h before you decided to decompile and change the endgame logic in hammer? Don’t know if it would be possible to do all this with entspy, but it would be cleaner than recompiling.
It would be easier to use entspy, yes. Another alternative would be to use VBSP’s “Entities Only” compile option to rename a bunch of stuff (as long as you don’t modify any brushes!). I still have the VMF for my modified (x)bm_c3a2h map.
The only con to this is that the console will spit some minor complaints at you. But those can be ignored since this isn’t exactly a full mapping project with -final compile and all that.
So if you can make it in minute or two ( It’s really short time) then why won’t you do that ? If it’s that easy for you so just do it right ? I would do that myself but I don’t have such skills I only know how to make maps in hammer. Yeah the transition should be from xbm_c3a2h to xen_c4a1 ( map from vlad ).
Okay, I’ll re-link the transitions. But you’ll have to create a backward-linking transition in vlad’s xen_c4a1 map that links back to xbm_c3a2h, otherwise the link will break. In Source, all map transitions must be two-way or it doesn’t work.
EDIT: I’ll rename the map “xbm_c3a2h_hd”, to differentiate between my original and this new one. MAKE SURE that you back-link properly to the map!
EDIT2: You’ll also have to figure out the landmark names. The landmark in the new map must be named “c3a2h_x_c4a1_landmark”, or the transition will break.
EDIT3: Here’s the link: https://dl.dropbox.com/u/14565853/xbm_c3a2h_hd.bsp
I haven’t been able to test it yet though. You’ll have to figure that out yourself, since I neither have Vlad’s map nor did I have time to fire up Black Mesa. Hopefully it works though!
As I told you earlier, I’m a transitions noob, so if anyone have this knowledge please take care of this.
Dky, if you are so kind to upload your VMF of xbm_c3a2h, I’ll take care of all subsequent source/destination transition requests and the associated building (including all this -final -staticproppolys -blabla stuff).
At this time I have lost track of how many versions of the first xen map are being developed in various thread of this subforum. It would really be best for everyone if they somehow merge into two versions in the end, one “classic” and one HD version.
I’m currently short on time, but I’d really like to release a complete “classic” Xen package this year.
As soon as I finish x_c4a1b, I will release a bsp and vmf for testing and for Vlad to make a HD version out of it.
I’m still open for suggestions concerning the other maps I have uploaded so far (cd, e, f).
PS:
Dky, do you have a working version of the gonarch maps ready? Would really like to playtest them!
Umm… well I have the basic geometry ported, but that’s not saying much. The real challenge is in the entity logic. It’s a nightmare to figure out.
I’ll keep you guys posted when I have a workable version.