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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, supersword, playername, novemberdobby
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Author Topic: trouble adding in ffa koth and dom
DeekCiti
General Member
Since: Mar 12, 2008
Posts: 1239
Last: May 12, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Wednesday, Apr. 18, 2012 10:25 pm
attachment: application(0.3Kb)
In the path: Call of Duty 4 - Modern Warfare\raw\maps\mp_mapname.csv

It should look like this:

Code:
victoryBackdrop,victory
defeatBackdrop,$default
levelBriefing,loadscreen_mp_mapname


When I create mine for each map, I copy an existing [.csv], open it, and edit the mapname referenced inside, instead of using Assman to create it. Saves so much time and so much easier. You'll obviously have to create at least one with Assman or through other means, and then from there just make copes of it for maps that come later. I've attached one, just in-case you want to look at it. You can edit it with notepad, I use Notepad++, or just use MS Excel.
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TeddyBear230
General Member
Since: Dec 28, 2011
Posts: 21
Last: Jul 13, 2012
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Wednesday, Apr. 18, 2012 11:03 pm
recursive error after: script compile error
bad syntax
victoryBackdrop,victory

and the .csv file is the same as the .gsc file right? like where you put all the code for what the teams are and the compass and the like such? and does it go in raw/maps or does it go in raw/maps/mp? since its a multiplayer map

....this is being so stubborn idk, does anybody know of a tutorial that works for sure that i could just start over and follow?

edited on Apr. 18, 2012 11:10 pm by TeddyBear230

and that things a liar, i have that .iwi file in images...perhaps the file is bad?
ok wait, i found the console file for the mod i'm running it with

Waited 2804 msec for asset 'maps/mp/mp_forest.gsc' of type 'rawfile'.
Error:
******* script compile error *******
Error: bad syntax: (file 'maps/mp/mp_forest.gsc', line 13)
victoryBackdrop,victory
*
************************************
ERROR: image 'images/loadscreen_mp_forest.iwi' is missing


edited on Apr. 18, 2012 11:11 pm by TeddyBear230
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Thursday, Apr. 19, 2012 12:38 am
TeddyBear230 writes...
Quote:
recursive error after: script compile error
bad syntax
victoryBackdrop,victory

and the .csv file is the same as the .gsc file right? like where you put all the code for what the teams are and the compass and the like such? and does it go in raw/maps or does it go in raw/maps/mp? since its a multiplayer map

....this is being so stubborn idk, does anybody know of a tutorial that works for sure that i could just start over and follow?

edited on Apr. 18, 2012 11:10 pm by TeddyBear230

and that things a liar, i have that .iwi file in images...perhaps the file is bad?
ok wait, i found the console file for the mod i'm running it with

Waited 2804 msec for asset 'maps/mp/mp_forest.gsc' of type 'rawfile'.
Error:
******* script compile error *******
Error: bad syntax: (file 'maps/mp/mp_forest.gsc', line 13)
victoryBackdrop,victory
*
************************************
ERROR: image 'images/loadscreen_mp_forest.iwi' is missing


edited on Apr. 18, 2012 11:11 pm by TeddyBear230


No, a GSC file is not a CSV file, and a CSV file is not a GSC file. If you are not sure how each one should look there are EXAMPLES in your raw directory. Check out the following:

raw/maps/mp_test.csv
raw/maps/mp/mp_backlot.gsc

You will see that they are entirely different from each other.

You need to follow your tutorials more carefully, and listen to what they are saying. I don't know what tutorial you are using for your loadscreen, but as an alternative, here is quite a good one:

http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Loadscreen_Creation

That will show you how to 1) make your actual loadscreen materials and IWI files, and 2) how to create your loadscreen CSV file.

NB: - there is a mistake in this tutorial: it says you have to put your loadscreen CSV file in your IWD file. This is not correct. The only files to go in an IWD file are image or sound files.

For your level script, take raw/maps/mp/mp_backlot.gsc and edit it - change the actual name of the file to match your map's name, and change all the details inside it to match your map's name. Remember to comment out any calls to files which you haven't created yet, such as FX files, or minimap assets.
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Thursday, Apr. 19, 2012 01:04 am
DeekCiti writes...
Quote:
When I create mine for each map, I copy an existing [.csv], open it, and edit the mapname referenced inside, instead of using Assman to create it. Saves so much time and so much easier. You'll obviously have to create at least one with Assman or through other means, and then from there just make copes of it for maps that come later. I've attached one, just in-case you want to look at it. You can edit it with notepad, I use Notepad++, or just use MS Excel.


I would say this advice is not good for someone beginning mapping as they probably wont understand what they are editing, or more importantly, why! And as Asset Manager does everything for you, there is no need to encourage people to manually edit any CSV files at all.

It is really easy to use Asset Manager to create loadscreen Assets. All you have to do is:

1. Open Asset Manager;
2. Click on "Open";
3. Navigate to your COD4 install, and find the "source_data" folder;
4. Select "levels.gdt" and click "ok"

This will open Asset Manager with the "levels" category selected. On default opening, there are just 2 entries in the list box - "mp_test" and "test". To create your own one:

5. Click "new entry";
6. Create a name for the entry;
7. Fill in your map's name BSP file: "mp/mp_yourmapname";
8. Fill in your map's loadscreen materials file name in the only other blank box (MP Level Load Material): "loadscreen_mp_yourmapname";
9. Click "PC convert";
10. This will both create your loadscreen CSV file (located in zone_source/english/mp_yourmapname_load.csv), and your loadscreen fastfile (located in zone/english/mp_yourmapname_load.ff).

All the Asset Manager details will be stored in source_data/levels.gdt file for future reference. If you need to change anything, all you do is open the levels.gdt file, select the entry which needs editing, and away you go.

In my opinion this is much easier for a first time mapper than manually editing entries which they probably don't understand. Also, it will get them used to the idea of using Asset Manager.
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DeekCiti
General Member
Since: Mar 12, 2008
Posts: 1239
Last: May 12, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Thursday, Apr. 19, 2012 10:02 pm
I was going to post a link for a tutorial but that one above is pretty much the best one around, so edited. [duh]

edited on Apr. 19, 2012 10:03 pm by DeekCiti
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