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Topic: loadscreen doesnt work |
[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, Aug. 4, 2009 05:19 pm |
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hi im am trying to add a loadscreen to my map
i followed this tutorail but i have a problem
when i run the converter there are two errors (dont know whichones he just says completed with 2 errors)
the tut says that he would crate a file called mp_[levelname].csv (in my case mp_checkpointcharlie.csv)
but he doesnt :(
that is probally the reason why it doesnt work
when i create that file manualy it doesnt work neither... what can i do to fix that?
i hope you can help me |
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scillman |
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General Member Since: Nov 23, 2006 Posts: 360 Last: Sep 1, 2012 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, Aug. 4, 2009 05:32 pm |
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Wel actually the csv doesn't have to do much with it. Why it's giving you that error: I really don't now?! However you could try to compile it with the following gdt file:
Code: {
"loadscreen_mp_checkpointcharlie" ( "material.gdf" )
{
"template" "material.template"
"materialType" "2d"
"locale_case" "0"
"locale_test" "0"
"locale_tools" "0"
"locale_decal" "0"
"locale_Middle_East" "0"
"locale_London" "0"
"locale_Kiev" "0"
"locale_Chechnya" "0"
"locale_Generic" "0"
"locale_Duhoc" "0"
"locale_Villers" "0"
"locale_Egypt" "0"
"locale_Libya" "0"
"locale_Tunisia" "0"
"locale_Industrial" "0"
"locale_Poland" "0"
"locale_Modern_America" "0"
"usage" "<not in editor>"
"surfaceType" "<none>"
"missileClip" "0"
"bulletClip" "0"
"playerClip" "0"
"aiClip" "0"
"vehicleClip" "0"
"itemClip" "0"
"canShootClip" "0"
"aiSightClip" "0"
"noFallDamage" "0"
"noSteps" "0"
"noImpact" "0"
"noMarks" "0"
"noPenetrate" "0"
"noDrop" "0"
"slick" "0"
"ladder" "0"
"mantleOn" "0"
"mantleOver" "0"
"noLightmap" "0"
"noDynamicLight" "0"
"noCastShadow" "0"
"noReceiveDynamicShadow" "0"
"noDraw" "0"
"noFog" "0"
"drawToggle" "0"
"sky" "0"
"radialNormals" "0"
"nonColliding" "0"
"nonSolid" "0"
"transparent" "0"
"detail" "0"
"structural" "0"
"portal" "0"
"lightPortal" "0"
"origin" "0"
"physicsGeom" "0"
"hdrPortal" "0"
"hasEditorMaterial" "0"
"zFeather" "0"
"zFeatherDepth" "40"
"eyeOffsetDepth" "0"
"outdoorOnly" "0"
"falloff" "0"
"falloffBeginAngle" "35"
"falloffEndAngle" "65"
"useSpotLight" "0"
"distFalloff" "0"
"distFalloffBeginDistance" "200"
"distFalloffEndDistance" "10"
"falloffBeginColor" "1.000000 1.000000 1.000000 1.000000"
"falloffEndColor" "0.500000 0.500000 0.500000 0.500000"
"texScroll" "0"
"detailScaleX" "8"
"detailScaleY" "8"
"envMapMin" "0.2"
"envMapMax" "1"
"envMapExponent" "2.5"
"useLegacyNormalEncoding" "0"
"sort" "<default>*"
"customTemplate" ""
"customString" ""
"colorTint" "1.000000 1.000000 1.000000 1.000000"
"colorMap" ""
"detailMap" ""
"normalMap" ""
"specColorMap" ""
"cosinePowerMap" ""
"specColorStrength" "100"
"cosinePowerStrength" "100"
"tileColor" "no tile"
"tileNormal" "tile both*"
"tileSpecular" "tile both*"
"filterColor" "mip standard (2x bilinear)*"
"filterDetail" "mip standard (2x bilinear)*"
"filterNormal" "mip standard (2x bilinear)*"
"filterSpecular" "mip standard (2x bilinear)*"
"nopicmipColor" "0"
"nopicmipDetail" "0"
"nopicmipNormal" "0"
"nopicmipSpecular" "0"
"noStreamColor" "0"
"tessSize" "0"
"textureAtlasRowCount" "1"
"textureAtlasColumnCount" "1"
"distortionScaleX" "0.5"
"distortionScaleY" "0.5"
"distortionColorBehavior" "scales distortion strength*"
"waterMapTextureWidth" "64"
"waterMapHorizontalWorldLength" "37"
"waterMapVerticalWorldLength" "37"
"waterMapWindSpeed" "76"
"waterMapWindDirectionX" "1"
"waterMapWindDirectionY" "0"
"waterMapAmplitude" "0.06"
"waterColorR" "0.2"
"waterColorG" "0.3"
"waterColorB" "0.4"
"formatColor" "<auto compression>*"
"formatDetail" "<auto compression>*"
"formatSpecular" "<auto compression>*"
"formatNormal" "<auto compression>*"
"blendFunc" "Replace*"
"customBlendOpRgb" "Add*"
"customBlendOpAlpha" "Add*"
"srcCustomBlendFunc" "One*"
"destCustomBlendFunc" "One*"
"srcCustomBlendFuncAlpha" "One*"
"destCustomBlendFuncAlpha" "One*"
"alphaTest" "Always*"
"depthTest" "LessEqual*"
"depthWrite" "<auto>*"
"cullFace" "Back*"
"polygonOffset" "None*"
"showAdvancedOptions" "<none>*"
"colorWriteRed" "Enable"
"colorWriteGreen" "Enable"
"colorWriteBlue" "Enable"
"colorWriteAlpha" "Enable"
"stencilOpFail1" "Keep"
"stencilOpZFail1" "Keep"
"stencilOpPass1" "Keep"
"stencilOpFail2" "Keep"
"stencilOpZFail2" "Keep"
"stencilOpPass2" "Keep"
"stencilFunc1" "Always"
"stencilFunc2" "Always"
"stencil" "Disable"
}
"mp_checkpointcharlie" ( "level.gdf" )
{
"bspName" "mp_checkpointcharlie"
"victoryBackdrop" "victory"
"defeatBackdrop" "$default"
"levelBriefing" "loadscreen_mp_checkpointcharlie"
}
}
Just copy the code above into a text editor or notepad and save it in your source_data folder. Just call it: whatever.gdt (No txt but gdt at the end of the file!)
Description:
In the gdt file (for the asset_manager) is a material for your loadscreen and there is a level for the csv file you want. But you need to look good the csv file isn't in the maps/mp folder but in the maps folder! |
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sudswu |
General Member Since: Mar 19, 2008 Posts: 104 Last: Sep 5, 2010 [view latest posts] |
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[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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scillman |
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General Member Since: Nov 23, 2006 Posts: 360 Last: Sep 1, 2012 [view latest posts] |
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[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Aug. 5, 2009 05:02 pm |
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yea you were right!
there were 2 errors i fixed one but for the otherone i need your help
the pc compiler says it couldnt load files in the materialfactory(something like that)... could someone load up this direktory somewere? for example on rapidshare.com? that would be great!
i hope that will solve my problem
thx for helping |
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[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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scillman |
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General Member Since: Nov 23, 2006 Posts: 360 Last: Sep 1, 2012 [view latest posts] |
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[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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