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Topic: asset manger help (Loadscreen construction) |
| puncster1 |
General Member Since: Dec 7, 2008 Posts: 7 Last: Feb 24, 2011 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Mar. 16, 2010 03:17 pm |
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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 [view latest posts] |
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| DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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| Infern4ll |
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General Member Since: Feb 8, 2010 Posts: 94 Last: Jun 4, 2010 [view latest posts] |
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| puncster1 |
General Member Since: Dec 7, 2008 Posts: 7 Last: Feb 24, 2011 [view latest posts] |
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| DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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| DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Mar. 16, 2010 07:45 pm |
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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 |
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General Member Since: Feb 8, 2010 Posts: 94 Last: Jun 4, 2010 [view latest posts] |
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| puncster1 |
General Member Since: Dec 7, 2008 Posts: 7 Last: Feb 24, 2011 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Mar. 17, 2010 08:29 pm |
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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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Category: CoD2 MP Mapping Posted: Saturday, Mar. 20, 2010 12:41 pm |
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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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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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