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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: asset manger help (Loadscreen construction)
puncster1
General Member
Since: Dec 7, 2008
Posts: 7
Last: Feb 24, 2011
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Level 0
Category: CoD2 MP Mapping
Posted: Tuesday, Mar. 16, 2010 03:17 pm
Hi its been a while since I have mapped and recently decided to pik up where I left off.I dont know if this error is due to being rusty and not rememberin how to do it correctly or due to my operating system win 7.

I have followed the tutorials and some forum posts on how to make a loading screen.

1.Made a screenshot 1024 x 1024 res 72
2.saved image as dds dxt5,2dtexture ,no mip maps named both 2 ways 1st try loadingscreen_my map name.dds then loadscreen_my map name.dds.This was saved in to c/ program file (x86) /activision/ call of duty 2/ images
3.asset manager in as administrator
4.selected material and clicked new entry as above tried both name versions loading and loadscreen_mp_my map name
5.saved as both named versions loadscreen_mp_my map name.gdt
6.choose to convert asset only then got the error below




this is how the asset manager was set up

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puncster1
General Member
Since: Dec 7, 2008
Posts: 7
Last: Feb 24, 2011
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Level 0
Category: CoD2 MP Mapping
Posted: Tuesday, Mar. 16, 2010 03:19 pm
P.S anyone using win7 run compile tools as adminsitrator it then works correctly.I found that it wouldnt work properly without running it in this mode
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Tuesday, Mar. 16, 2010 03:57 pm
Your DDS file is not the right size. It has to be 1024x1024.

If it is a "powered squared" number, try setting the color map settings to "no tile" and "nomip bilinear", that way the game wont check its its a "powered squared" size.
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Infern4ll
General Member
Since: Feb 8, 2010
Posts: 94
Last: Jun 4, 2010
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Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Mar. 16, 2010 04:21 pm
"power of two" means that the resolution of Your textures should have 64x64 , 128x128, 256x256, 512x512 etc

You can combine resolutions ie. 64x128 or 128x256 etc

In Your case, as Demon said, resolution should have 1024x1024.

There's no need to tiling because loadscreen is a single picture

try to mark "nopicmip" in assman

it should work
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puncster1
General Member
Since: Dec 7, 2008
Posts: 7
Last: Feb 24, 2011
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Level 0
Category: CoD2 MP Mapping
Posted: Tuesday, Mar. 16, 2010 07:24 pm
my dds is power of 2 1024x1024
also set to no tile as shown in last pic
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Tuesday, Mar. 16, 2010 07:32 pm
It cant be - the Asset Manager doesnt lie, and it is saying its a non-power-of-2 image size.
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Tuesday, Mar. 16, 2010 07:45 pm
Infern4ll writes...
Quote:
"power of two" means that the resolution of Your textures should have 64x64 , 128x128, 256x256, 512x512 etc

You can combine resolutions ie. 64x128 or 128x256 etc

In Your case, as Demon said, resolution should have 1024x1024.

There's no need to tiling because loadscreen is a single picture

try to mark "nopicmip" in assman

it should work


You might not need no tiling, but setting it to no-tile you can then have a non power-of-2 image size. Its only when you use mipmaps that it has to be a power squared size. Thats why I suggested it.

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Infern4ll
General Member
Since: Feb 8, 2010
Posts: 94
Last: Jun 4, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Mar. 16, 2010 07:59 pm
Here is a tutorial from WaR111

http://www.youtube.com/watch?v=muX9iPYSnP4

Follow his advices [tongue]
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puncster1
General Member
Since: Dec 7, 2008
Posts: 7
Last: Feb 24, 2011
[view latest posts]
Level 0
Category: CoD2 MP Mapping
Posted: Wednesday, Mar. 17, 2010 08:29 pm
Thanks for your help I have managed to get it working with several tries.

Only thing now is put it all in to iwd and it wont show up in map list any ideas please??

I have the following folders and files
folders
mp_mymap

inside that files

images >>> loadscreen_mp_mymap.iwi
materials >>> loadscreen_mp_mymap
map mp >>> mp_mymap.csv
mp_mymap.d3dbsp
mp_mymap.d3dprt (also tried without)
mp_mymap.gsc

mp mp_mymap.arena


csv = levelBriefing,loadscreen_mp_mymap

gsc =

main()
{
maps\mp\_load::main();

setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");

game["allies"] = "british";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "africa";
game["german_soldiertype"] = "africa";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

arena = {
map "mp_mymap"
longname "mp_mymap"
gametype "dm tdm"
}

I took the map structure from an old map of mine that does work set up in same fashion

edited on Mar. 17, 2010 04:40 pm by puncster1
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|S!T|
General Member
Since: Nov 8, 2007
Posts: 93
Last: Dec 9, 2013
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Saturday, Mar. 20, 2010 12:41 pm
first try the map in a clean cod2-system - you can copy the whole game to another partition if possible.
There you can delete anything whats not needed - like other custom maps or mods.

structure
need a top-folder wich contains:


[maps] -> [mp] -> mp_mymap.gsc, mp_mymap.csv,mp_mymap.d3dbsp , mp_mymap.d3dprt


[mp] -> mp_mymap.arena


[images] -> mp_mymap.iwi


[materials] -> loadscreen_mp_mymap



edited on Mar. 20, 2010 08:43 am by |S!T|
the long_name in the arena file is what you map is called in the list when setting up a new server

here is an example

Code:
{
	map		"mp_mymap"
	longname	"^1My ^7first ^5Map"
	gametype	"dm tdm"
}



work without colors also ;)

and in you gsc: (don't fix the "show up in list problem - just tidy up the gsc)


main()
{
maps\mp\_load::main();

setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);

ambientPlay("ambient_france");

game["allies"] = "british";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "africa";
game["german_soldiertype"] = "africa";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");



striked lines are not needed

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