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

Okay but if it will be named x_bm_c3a2h then how will I be able to link it to original game so I can play the whole game with xen maps ? Shouldn’t it be named bm_c3a2h ?

Nice!

Create a backup of the original map so that you have it in case everything goes to hell. Keep that original file safe, and don’t lose it!

Then, carefully rename my map to “bm_c3a2h”, and place it in the proper directory. In Vlad’s map, you MUST create a back-transition to bm_c3a2h or it will not work.

Once that is done, it should be able to work.

Never ever rename a compiled bsp file!
If you intend to rename a map, you must rename the vmf and then compile it.
You will notice that when you simply rename a bsp file and then start it, reflections are all wrong because the cubemaps are referenced by map name. The orignal cubemaps are in the bsp file, but useless, because they are not referenced. If you then buildcubemaps (first LDR, then HDR), new cubemaps will be generated and added to the bsp file, but the old ones will not be deleted, taking up space in the bsp file. Just take a look at the the mess inside the zip lump after you do this (e.g. with pakrat). Furthermore, I’m still not sure what happens to the cubemap materials (vmts like original_mat_name_x_y_z.vmt, whre x_y_z are the env_cubemap coords). They are also left behind, but not regenerated.
To sum it up: renaming a bsp file is not an option.

To be honest, file size in this project really isn’t an issue.

It was never meant to be a full-on project in the first place. More of a hackish piece of informal fun. :expressionless:

By making HD version of Xen, I got to model “Manta”. In Black Mesa is just a huge compared to Half-life. Even for my HD version, the “Manta” will be too big. Either I have to reduce the model “Manta”, or strongly alter the map. What do I do?

[quote=“vlad16051997”]
By making HD version of Xen, I got to model “Manta”. In Black Mesa is just a huge compared to Half-life. Even for my HD version, the “Manta” will be too big. Either I have to reduce the model “Manta”, or strongly alter the map. What do I do?

If that’s a problem, then why won’t you make new paths for mantas and delete the old ones ? But if it won’t work then you have to pick easier option from these two you consider. Think which method will be easier. But still, I don’t think the small manta will be a good idea, you’d better extend the map.

Hey is this project still alive ? Besides I can do something if you like, but I know that everyone is doing missing chapters so I don’t know what to do. If anyone have any idea then tell me and I will try to do it because now I’m making a very small part in this project.

I don’t know if this will break the animations it has or something, but you could decompile it using any model decompiler, edit the .qc file, and add $scale x (with x being however much you want to scale it down by, for example 0.5 for half) to the .qc file, and recompile it, under a new model name, such as “manta_half.mdl,” or something like that. Chances are this may potentially break the animations as my attempts to decompile/recompile a few animated BMS assets have thus far failed. However, $scale is a pretty easy and simple way to resize props, and it’s normally foolproof (aside from sometimes borking the hitboxes, but with the Mantas that shouldn’t be too big an issue).

Hope this helps.

Hey cmon anyone working on it yet ??

I’d like to join in, but I really hate making displacements esspecially when it comes to Xen islands.
I can however make a lower scale for the Manta once I get time.

A large displacement paintbrush radius, a low delta value, the sew tool, and the subdivide tool are your best friends. :stuck_out_tongue:

When it comes to Xen level design :stuck_out_tongue: .

Well… for displacements in general.

If anyone’s interested, or working on xen maps but needs dead hev scientist guy, here it is : https://www.mediafire.com/?v5g8n5b3i3g5h7d#!

you may replace the corpse (cause there are corpses in xen level that you are up to) model with that but problem is you may still be able to pick it up or not?

New corpse seems a bit too low res

Anway if anyone still works on this, I suggest you design caves like this

Dragunov2 im not so sure it is low res. maybe you have looked at picture in models folder. thant picture is wrong. the model is not looking like that.

There must be way to add more npc classes into bm right? Im not so good with this cause i was workin on hl1 engine much time. because my pc is weak, but its time for changes. even source engine is old. but if you were able, i know may know where you can finds hd models for nihilanth and some other if you need. only need to convert them from goldsrc engine to source. :slight_smile: any way great job.

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.