Author |
Topic: loadscreen tut |
arachnofang |
|
General Member Since: Nov 16, 2008 Posts: 505 Last: Sep 9, 2012 [view latest posts] |
|
|
Category: CoDWW MP Mapping Posted: Friday, May. 1, 2009 12:32 pm |
|
Hi guys!!
I've done a loadscreen tut following a 5 hour stint with maddog6767 which i'm sure is right, i run xp but DadofAzz runs vista, he followed the tut but only gets the chequer board, if i follow my own tut from scratch it works fine, so i was wondering if someone could have a look at it or maybe try the tut out and then let me know, i dont want to put it in the tut section if it aint working properly.
Code: Loadscreen tutorial by arachnofang arachnofang@hotmail.co.uk
(If possible, print this tutorial)
I would like to thank Maddog6767 for staying the distance (almost 5 hours) on Xfire and talking me through
getting the the loadscreen to work, without his help I would not have been able to get it to work. Thanx M8!
Also! I would like to thank DadofAzz for beta testing this tutorial for me, Thanx also M8!
Without these two doing what they did this tutorial would not have been possible, so a lot of credit to them.
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
1. Creating a loadscreen picture
2. Read only files
3. Creating your loadscreen in Asset Manager
4. Create a zip file
5. Creating .csv files
6. Creating your 'load.ff' file
7. Last of all
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
PLEASE NOTE! WHENEVER YOU SEE 'YOURMAPNAME' YOU MUST CHANGE IT TO THE NAME OF YOUR MAP! EG: IF THE NAME OF
YOUR MAP IS MP_BERLIN THEN ALL INSTANCES OF 'MP_YOURMAPNAME' SHOuLD BE CHANGED TO 'MP_BERLIN'.
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
1.loadscreen picture
--------------------
There are a number of ways to create your loadscreen pic, but for me it was easier to load my map in w@w
and once i was satisfied with the picture on the screen i pressed f12. The other problem you get with your
loadscreen is it becomes stretched when loaded by w@w, so! we are going to fix that as well.
1. Open Photoshop and load your picture.
2. Re-size it to 800 x 1024.
3. Now go to the menu and select 'file>new'
4. Re-size it to 1024 x 1024 and make the background color 'black'
5. Now position your loadscreen picture dead centre on the back ground pic.
6. Now go to the menu and select 'file>mode>8 bits/channel.
7. Now save as 'loadscreen_mp_yourmapname.tga'.
8. When the Targa options box appears, select '24 bit/pixel'.
9. Save your picture in 'C:\Program Files\Activision\Call of Duty - World at War\raw\images'.
And thats the picture conversion complete.
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
2. Read only
------------
Go to 'C:\Program Files\Activision\Call of Duty - World at War\source_data' and right click every file, go to
properties and if the read only box has got a tick in it get rid of it, now click 'apply and close.
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
3. Asset Manager
----------------
1. Load 'Launcher>Asset manager'
2. Go to 'File open' Source_data' and load the file 'levels.gdt.
3. You should see two file names appear 'mp_unit_test' and 'sp_unit_test' select 'sp_unit_test' and click
on 'delete entry'
4. With 'mp_unit_test' highlighted, click on 'rename entry'and rename it to 'mp_yourmapname'
5. On the right you will see some boxes this is what you put in them.
bspname = mp_yourmapname
victory backdrop material = $default
defeat backdrop material = defeat
mp level load material = loadscreen_mp_yourmapname
6. Now go to 'file>save' go to 'source_data' and save as 'mp_yourmapname'
7. In the scroll down menu in 'asset manager' scroll down till you find 'material' click on 'new entry' and
highlight 'loadscreen_mp_yourmapname'.
8. Now change the settings on the right to..........
Material type = 2d
surface type = none
color map, go to 'raw/images' and lOad your picture, 'loadscreen_mp_yourmapname.tga'
'no tile' - 'nomip bilinear' and put a tick in 'nopicmip'
9. Now hit f10 and if you have done everything right the text in the black box will look like the following
Converting 1 assets, reason: 'asset out of date'
Converting 'loadscreen_mp_yourmapname' (material 2 of 1)...
Converting 1 assets, reason: 'asset out of date'
Converting 'loadscreen_mp_yourmapname' (material 2 of 1)...
Conversion done. Hit key to continue.
You should now have a file in 'C:\Program Files\Activision\Call of Duty - World at War\raw\images' called
'loadscreen_mp_yourmapname.iwi'.
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
4. Creating your zip file
-------------------------
1. Go to your desktop and make a new folder called 'images'
2. Go to 'raw/images' and copy the file 'loadscreen_mp_yourmapname.iwi' into the images folder on your desktop.
3. Now right click the 'images' folder and select add to archive,
If you use winrar
-----------------
When loaded, change 'archive format' to 'zip' and change the name 'desktop.zip' to 'mp_yourmapname.iwd'
then click 'ok'
If you use winzip
-----------------
When loaded, where it says 'add to archive' delete everything in the box and type in 'mp_yourmapname.iwd'
then click 'add'.
4. You should now have a file on your desktop called 'mp_yourmapname.iwd'.
5. Now copy the file 'mp_yourmapname.iwd' on your desktop to..............
Documents and Settings\<your_username>\Local Settings\Application Data\Activision\CoDWaW\usermaps\yourmapname
In other words, if 'yourmapname' was 'mp_berlin', go to..............
Documents and Settings\<your_username>\Local Settings\Application Data\Activision\CoDWaW\usermaps\mp_berlin
and copy the file in to that folder.
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
5. Creating .csv files
----------------------
Right then! Before we create the load.ff file we need to create a couple of .csv files and put them in the right
places, the reason for this is to stop any errors when you compile your load.map, I find the best way to do this
is edit an existing file and then just save it under a new name, So! thats what we are going to do!
First file 'mp_yourmapname.csv'
-------------------------------
1. Go to 'C:\Program Files\Activision\Call of Duty - World at War\raw\maps\mp'.
2. highlight any text file, right click on it and select copy, now right clickin the window and select paste,
and rename it to 'mp_yourmapname.csv'.
3. Double click on your new file and delete everything in it.
4. Now copy and paste these lines.
victoryBackdrop,$default
defeatBackdrop,defeat
levelBriefing,loadscreen_mp_yourmapname
5. Now 'save it'.
Second file 'mp_yourmapname_load.csv'
-------------------------------------
1. Go to 'C:\Program Files\Activision\Call of Duty - World at War\zone_source'
2. highlight any text file, right click on it and select copy, now right clickin the window and select paste,
and rename it to 'mp_yourmapname_load.csv'.
3. Double click on your new file and delete everything in it.
4. Now copy and paste these lines.
ignore,code_post_gfx_mp
ignore,common_mp
ui_map,maps/mp_yourmapname.csv
5. Now 'save it'.
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
6. Creating a 'load.ff' file
----------------------------
1. Load 'launcher>radient'.
2. When loaded, go to the menu and select 'file>new map'.
3. Now go to the menu and select 'save as' and save it as 'mp_yourmapname_load' then close 'radient'.
4. In launcher you should now see a new map called 'mp_yourmapname_load', highlight it.
5. The only box that should be ticked is 'build fastfiles'.
6. Click on 'compile level'.
7. Close launcher.
8. If it hasn't copied the file 'mp_yourmapname_load.ff' automatically to.........
Documents and Settings\<your_username>\Local Settings\Application Data\Activision\CoDWaW\usermaps\yourmapname
go to 'C:\Program Files\Activision\Call of Duty - World at War\mods\usermaps' and you should find a file
called 'mp_yourmapname_load.ff' in there.
9. Now copy 'mp_yourmapname_load.ff' to........
Documents and Settings\<your_username>\Local Settings\Application Data\Activision\CoDWaW\usermaps\yourmapname
10. In there you should now have four files,
Localised_mp_yourmapname.ff
mp_yourmapname.ff
mp_yourmapname_load.ff
mp_yourmapname.iwd
11. The last thing to do is to edit your zone file.
12. Go to 'C:\Program Files\Activision\Call of Duty - World at War\zone_source'
13. Find 'mp_yourmapname.csv' and double click on it.
14. Now add this line, (I usually add it after the rawfile lines).
material,loadscreen_mp_yourmapname
15. Click on 'save'.
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
7. Last of all
--------------
Load your game!
w@w>mods>usermaps>launch>start new server>mp_yourmapname>start or which ever way you prefer to do it.
I don't know why! But when you select your map from the list, it only shows a chequered box, but when you click
'start', your loadscreen will load.
----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
I hope you found this tutorial fairly easy to follow, if you did and you liked it, please tell the next person
about it. If you have any probs or queries please don't hesitate to contact me, you can pm me on MOL or email me,
my email is at the top of this tutorial, you can also find me on Xfire. ENJOY!!!
Ian. aka arachnofang
BTW!
Once I had my loadscreen working I found it a lot easier to go back to 'raw/images' and delete my
'loadscreen_mp_jungle.iwi' file, then 'raw/materials' and delete my 'loadscreen_mp_jungle' file, and the reason
for this is because! when i tried to do a new loadscreen I kept getting error messages like 'file already exists'
and when I hit f10 it would tell me that the files were duplicates. So to avoid this! either go back and delete
all the files you created, or better still! Make a new folder somewhere and move them all in to it.
Thanx Ian |
|
|
|
Mooton |
|
General Member Since: Nov 17, 2008 Posts: 142 Last: Dec 29, 2009 [view latest posts] |
|
|
|
arachnofang |
|
General Member Since: Nov 16, 2008 Posts: 505 Last: Sep 9, 2012 [view latest posts] |
|
|
|
DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
|
|
|
Category: CoDWW MP Mapping Posted: Saturday, May. 2, 2009 04:45 am |
|
Quote: I don't know why! But when you select your map from the list, it only shows a chequered box, but when you click
'start', your loadscreen will load.
This is because the game checks loadscreens through mapsTable.csv. If your map doesnt have one, it cant check it.
Basically, since COD4, no one is bothering making a mapsTable.csv file for their map, and mappers are using work-arounds instead. But, if everyone started using them, it would:
1. Solve all the gun-in-face problems as the right player models would be loaded for your map;
2. Solve the chequared-board image in the map selection screen in start new server;
3. and it would solve the problem of no minimap on the change team screen ingame. I know there are work-arounds for this (most mods have materials file map_overlay_blank in tacticalmap.inc which is a blank image allowing the minimap to show through), but if you don't use a mod with the work-around in it, you're stuffed.
Creating a mapsTable.csv file for your map is easy-peasy-lemon squeezy. So its a mystery why no one is bothering but rather choosing to faff around with work-arounds.
edited on May. 2, 2009 12:49 am by DemonSeed |
|
|
|
DadofAzz |
General Member Since: May 24, 2005 Posts: 1233 Last: Oct 17, 2009 [view latest posts] |
|
|
Category: CoDWW MP Mapping Posted: Saturday, May. 2, 2009 07:31 am |
|
Ian (arachno) sorry m8, I must have misled you! I run XP pro never mind. lol
@demon, some good info there demon m8
Quote: Creating a mapsTable.csv file for your map is easy-peasy-lemon squeezy. So its a mystery why no one is bothering but rather choosing to faff around with work-arounds.
Stop teasing and tell us how rofl ....
greets doa |
|
|
|
DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
|
|
|
Category: CoDWW MP Mapping Posted: Saturday, May. 2, 2009 08:50 am |
|
Well, there is a tutorial on it here:
http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Minimap_on_Teams_Screen
But essentially, for your own custom mapsTable.csv, all you do is this:
Quote: # Map Data Table,,,,,,,
a0,b1,c2,d3,e4,f5,g6,h7,i8,j9
maxnum_map,1
#mapname,#allies characters,#axis characters,#mapname,#mapimage,#index,#description,#level order coop,#gametype,#mis_01
mp_yourmap,pacific,pacific,;,loadscreen_mp_yourmap,0,;,compass_overlay_map_yourmap,;,;,;
Obviously, you substitute "yourmap" for your map's name.
The header to the csv file shows that most PC MP maps can do without a lot of extraneous stuff which isnt used in PC MP, such as map description, Co-Op size, whether a specific gametype is used for it, etc, etc. That's because those things are for the 360, PS3 and the Wii. So, no need for them for the PC.
NB: always fill in a blank space between a comma in a CSV file with a character like ; as the game wont read anyfurther on the file if its just blank. You will see from the example above that I put in a semi-colon where things are left out.
In the example given above, you will see that pacific is set for the character sets. Obviously, if your doing a German vs Russian map, you would put in german for both (or whatever character set you want to use).
Place the finished mapsTable.csv in:
raw/mp/mapsTable.csv
In your zone csv file, you add the mapsTable.csv like this:
Quote: stringtable,mp/mapstable.csv
The game reads mapsTable.csv for:
1. Character sets
2. Loadscreens
3. Minimaps.
So, if you include a mapsTable.csv with your map, you should be golden.
edited on May. 2, 2009 04:56 am by DemonSeed |
|
|
|
DadofAzz |
General Member Since: May 24, 2005 Posts: 1233 Last: Oct 17, 2009 [view latest posts] |
|
|
|
dundy |
|
General Member Since: Dec 14, 2004 Posts: 768 Last: Nov 1, 2020 [view latest posts] |
|
|
|
Category: CoDWW MP Mapping Posted: Saturday, May. 2, 2009 12:13 pm |
|
what i did was open up the stock mapsTable.csv
replaced mp_downfall with my mp_mapname
[remember to replace them all]
and ad Code: stringtable,mp/mapstable.csv
too zone .csv
it seems that stock map don,t use it anymore so there should be no
problem
correct me if i,am wrong but it works for me..... |
|
|
|
DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
|
|
|
|
NoOd3lS |
|
General Member Since: May 17, 2008 Posts: 12 Last: Aug 22, 2009 [view latest posts] |
|
|
Category: CoDWW MP Mapping Posted: Saturday, May. 2, 2009 02:40 pm |
|
Nice Tutorial.. now only my dogs and my ambient sounds stuck:(
But thx for a working loadingscreen....
Hang one the good work |
|
|
|