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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: loadscreen doesnt work
[ST]simon[RAP]
General Member
Since: Jul 2, 2009
Posts: 42
Last: Jun 20, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Tuesday, Aug. 4, 2009 05:19 pm
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
General Member
Since: Nov 23, 2006
Posts: 360
Last: Sep 1, 2012
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Tuesday, Aug. 4, 2009 05:32 pm
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]
Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, Aug. 4, 2009 08:22 pm
read the loadscreen tutorial in the codWAW section, its got more detail

some isnt relevant but it got mine working
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[ST]simon[RAP]
General Member
Since: Jul 2, 2009
Posts: 42
Last: Jun 20, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 5, 2009 09:12 am
first of all thx to u two!
scillman that method doesnt work :(
i tried that utorial but it doesnt work neither!
when i compile the fast file it says this:
when it compiles the mp_checkpointcharlie:
ERROR Couldn' t find material' loadscreen_mp_checkpointcharlie
ERROR failed loading loadscreen_mp_checkpointcharlie of type material
and when he compiles the mp_checkpointcharlie_load:
ERROR Couldn' t find material' loadscreen_mp_checkpointcharlie
i dont know where i have to put witch file to fix that
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scillman
General Member
Since: Nov 23, 2006
Posts: 360
Last: Sep 1, 2012
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 5, 2009 02:49 pm
That means the files properly doesn't exist. It simple means their is an error when trying to compile it in the asset_manager! (select the material line and click convert only BUT watch the pop-up on your screen for errors!)
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[ST]simon[RAP]
General Member
Since: Jul 2, 2009
Posts: 42
Last: Jun 20, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 5, 2009 05:02 pm
yea you were right!
there were 2 errors i fixed one but for the otherone i need your help [rolleyes]
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 [tongue]
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]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 5, 2009 06:21 pm
sry for double poast but i think i have to add what i forgott to say...
materialfactory is a direktory in [root]
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[ST]simon[RAP]
General Member
Since: Jul 2, 2009
Posts: 42
Last: Jun 20, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 5, 2009 09:40 pm
i found out the exat file missing...
l_[hsm|sm]_r0r0_b1c1n1s1.template
i just need that file where do i get it? could someone load it up???
would be great

and it says: cod4 moding\materialfactory/l_[hsmsm]_r0r0_b1c1n1s1.template
why / and not\

edited on Aug. 5, 2009 05:45 pm by [ST]simon[RAP]
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scillman
General Member
Since: Nov 23, 2006
Posts: 360
Last: Sep 1, 2012
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Thursday, Aug. 6, 2009 04:13 pm
Well I'm sorry I don't know that except for the fact that I don't have that folder and it's files and it works perfect over here.

I'm really sorry.
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[ST]simon[RAP]
General Member
Since: Jul 2, 2009
Posts: 42
Last: Jun 20, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Thursday, Aug. 6, 2009 05:09 pm
no problem but thx for helping me!
does somebody know the reason why my compiler needs files that aren t existing?! how can i fix that(i already reinstalled the modtools)
well... a loadscreen isn t that important. is it?
(i am looking forward to the minimap^^)
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