Map File Switching??
Quote from zachary6191 on September 14, 2009, 9:28 pmAs always i searched this forrum and google b4 posting and i have found no solution.
The question is simple how do you switch map files such as when u get in the elevator and it goes up then b4 doors open it says loading. Thats when it loads a different map file.
I tried a vid tutorial on youtube but it was for a diff game i tried any way but no succes.
I gave it a trigger map switch in a secure room and a landmark. Then next map gave it a copy and paste added a player start and removed trigger. I tried it and it failed. Then i tried to add navagational meshes (in vid). But they asked me to run some commands to get edit mode. Then i tried to do nav_toggle_in_selected_sets
but it says unknown command.
Then after selected i was supposed to run mark CHECKPOINT but of course i never got that far. However the command mark CHECKPOINT doesnt exist anyway.So how do you switch maps in portal?
Im looking for either corrections to what i did or another method preferably a vid tutorial or if u just tell me try to b specific plz.
Ps. here is exactly what i did made my map then a room with a door then inside room i added a trigger level change (whatever entity thats called) around the entire room (including floor, he said that was important) then gave it a landmark named landmark_A then in map two a room with a door and lanmark_A and a player start. Note: i tried both with and withou player starts. Than i had the nav problems. Also note: i did not create a info_director it doesnt exist.
As always i searched this forrum and google b4 posting and i have found no solution.
The question is simple how do you switch map files such as when u get in the elevator and it goes up then b4 doors open it says loading. Thats when it loads a different map file.
I tried a vid tutorial on youtube but it was for a diff game i tried any way but no succes.
I gave it a trigger map switch in a secure room and a landmark. Then next map gave it a copy and paste added a player start and removed trigger. I tried it and it failed. Then i tried to add navagational meshes (in vid). But they asked me to run some commands to get edit mode. Then i tried to do nav_toggle_in_selected_sets
but it says unknown command.
Then after selected i was supposed to run mark CHECKPOINT but of course i never got that far. However the command mark CHECKPOINT doesnt exist anyway.
So how do you switch maps in portal?
Im looking for either corrections to what i did or another method preferably a vid tutorial or if u just tell me try to b specific plz.
Ps. here is exactly what i did made my map then a room with a door then inside room i added a trigger level change (whatever entity thats called) around the entire room (including floor, he said that was important) then gave it a landmark named landmark_A then in map two a room with a door and lanmark_A and a player start. Note: i tried both with and withou player starts. Than i had the nav problems. Also note: i did not create a info_director it doesnt exist.
Quote from HMW on September 15, 2009, 12:10 pmYour destination map also needs to have a trigger_changelevel that points back to the map you came from. I know this sounds silly for a one-way transition, but it really doesn't work if you leave out that other trigger.
You also need:
- a properly placed info_landmark in each map, to line up the transition area in both maps; (EDIT: You already have that; I wasn't reading carefully. Sorry!)
- a trigger_transition enclosing the exit area on the first map, otherwise entities from the first map might appear at random places in the second map.
(By the way, you don't need to tuck the trigger_changelevels away in a sealed box, just set their "Disable Touch" flag to prevent the player from activating them.)
Your destination map also needs to have a trigger_changelevel that points back to the map you came from. I know this sounds silly for a one-way transition, but it really doesn't work if you leave out that other trigger.
You also need:
- a properly placed info_landmark in each map, to line up the transition area in both maps; (EDIT: You already have that; I wasn't reading carefully. Sorry!)
- a trigger_transition enclosing the exit area on the first map, otherwise entities from the first map might appear at random places in the second map.
(By the way, you don't need to tuck the trigger_changelevels away in a sealed box, just set their "Disable Touch" flag to prevent the player from activating them.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic