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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: Minimap
The_Dark_Jedi
General Member
Since: Jan 29, 2011
Posts: 24
Last: Feb 4, 2012
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Saturday, Feb. 19, 2011 03:12 pm
Hi all!
I hope that this is one of my last problems....

I wanted to follow this Tutorial:
http://modsonline.com/Tutorials-read-460.html

But I don't understand what I have to do there
Quote:
In Radiant, place two script_origin entities with a targetname value of "minimap_corner". These must be at opposite corners of a square which represents the playable area of your map. Keep in mind that the square won't necessarily be aligned to the X and Y axes; it will be aligned to North, which is set by northyaw in your worldspawn. (northyaw 90 in most cases)
maybe somebody can explain it to me a other Way or with more detail please

Thank you
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*UWS*ThisGuy
General Member
Since: Jul 31, 2008
Posts: 215
Last: Jan 8, 2012
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Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Feb. 19, 2011 03:29 pm
The easiest way I have found to do it is to draw a square brush that covers your map. Make sure it is square and in the center of your map.

Then go to the top right hand corner of that brush and right place a script_origin with the targetname minimap_corner.

Do the same thing for the lower left hand corner.

The rest is in the tut as far as compiling and getting it into game.

Post again if you need more help. [thumbs_up]
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The_Dark_Jedi
General Member
Since: Jan 29, 2011
Posts: 24
Last: Feb 4, 2012
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Level 1
Category: CoD4 MP Mapping
Posted: Saturday, Feb. 19, 2011 10:08 pm
Okay thank you. Now I have this:


I cutted it together ;)

When I know enter hte order into the console their is an error in the console! It says that there arent 2 script_origin!

That was my question... he wrote somthing about north and south and so on.....[sad]

Jedi

edited on Feb. 19, 2011 05:24 pm by The_Dark_Jedi
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 20, 2011 09:22 am
I'm guessing he meant to rotate the script_origins so that the one in the top corner faces north (the arrow is oriented towards the top of your screen) and the one in the lower corner faces south.
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The_Dark_Jedi
General Member
Since: Jan 29, 2011
Posts: 24
Last: Feb 4, 2012
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Level 1
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 20, 2011 10:41 am
A good guess... Thank you

Quote:
Now move that newly created file into the following directory .../[root]/texture_assets ([root] is you're COD 4 install directory) If you do not have this folder, create it.
Use the above folder ALWAYS to convert you're textures into usable iwi's.
Add the asset to your map's fast file (.csv) adding this line: material,compass_map_yourmapname In your map's script file, insert the following line of code: maps\mp\_compass::setupMiniMap("compass_map_yourmapname");


New Problem:
I don't have a map_script or do I don't know where it already exist? Or do he wanted to say that I have to add it to my Zone Files?
Do I have to make the folder "texture_assets" in my main CoD4 Folder?

Edit: I switched to the other Tutorial... I hoped it would be better and it is better but
Quote:
4. In photoshop, open your pic, crop the pic just inside the white lines, resize it to 512x512 then SAVE AS, compass_map_mp_mapname.tga 24bit (to save as a tga, u must change the "format", not just put .tga after the name) & SAVE IN: cod/raw/materials folder..
5. Open up asset manager (assman) and go to file, then open, then Source_Data, then click on Levels.gdt"


Which file?? I underlined it ;) To the file I created in Photoshop? The Asset Manager only allows *.gdt files nad the file which I created is *.tga (Step 4.)

Thanks

edited on Feb. 20, 2011 08:24 am by The_Dark_Jedi
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
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Level 8
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 20, 2011 08:30 pm
When it says go to file. It is saying, Drop-down menu File>open>Navigate to folder "Source Data">open file called "Levels.gdt".

This file already exists. "Levels.gdt"
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The_Dark_Jedi
General Member
Since: Jan 29, 2011
Posts: 24
Last: Feb 4, 2012
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Feb. 21, 2011 04:41 pm
Thank you english is not my motherlanguage....

I have an *.iwd file and no *.iwi file... I think that isn't a mistake in the tutorial... who can I create an *.iwi file?

Jedi. Thanks
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: CoD4 MP Mapping
Posted: Monday, Feb. 21, 2011 05:31 pm
Northyaw changes the orientation of the north on your map, can be important... The method described with the large caulk brush is best altought i would add that its best to allow for at least 128 units beyond the playable area, makes better for when taking the shots from above.
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The_Dark_Jedi
General Member
Since: Jan 29, 2011
Posts: 24
Last: Feb 4, 2012
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Thursday, Feb. 24, 2011 07:14 pm
Sorry but I don't know if that shut be the answer for my question.....[ohwell]

I have an *.iwd file and no *.iwi file... I think that isn't a mistake in the tutorial... who can I create an *.iwi file?


Jedi Thanks for the help this far
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Friday, Feb. 25, 2011 08:43 am
Ok, to clear it up, an IWI file is a texture that has been converted by AssetManager.
An IWD is an archive of sorts, that holds game assets (textures, audio files).

See THIS for an example of how to add custom textures to the game.
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