First off, excellent tutorial. Best one I have seen, hands down. A few observations
This tut is based from combining others & the pic at wiki..
1. In radiant, add 2 mimimap prefabs..When in top veiw of 2d window, place 1 prefab in the lower lefthand side & 1 in the upper right hand side of the playable area of your map. Place these high enough not to interfere with your map & below the sky box..(I placed both of mine just below the skybox)..Compile map as mormal..
>> Mini-map prefabs, never saw those. Cool. I don't think however that it matters where they go, they should not be visible entities. I think you also mean 'normal' meaning, compile the maps as you would regularly do. Reflections etc.
2.From compiler, make sure you have these three boxes checked: enable developer, enable cheats, & enable developer script. Then run selected map, enter game, open console "~", & type in: /set scr_minimp_height 10000, hit enter & type: /exec minimap..You should be in minimap view with a white box that says this side up (dont move, unless for some reason this side up, is not up) make sure that it is up & u are looking stright down..
>> Might be wise to state, 'that means each vertical line should have no jaggedies.
3. Take your picture & exit game..
>> This means screenshot. PrtScn puts it in your clipboard, and then when you do New in Photoshop it opens it to the size of your screenshot.
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..
>> If your map is not square you might have some garbage on the sides, so you can use photoshop to doctor your minimap pic some more and make it look better.
>> Saving it in the materials folder is not necessary actually and it should probably be in your texture assets. I know the pic shows that but the pic is not necessarily right, even though you based ur tutorial on it. No biggie, but if you are looking for it later, you might forget.
5. Now open the asset manager(assman), locate material in the box under the entry buttons, click: material then click: new entry, in the entry box, type in: compass_map_mp_mapname & click ok..Now you should see this screen:
If u cant read it , then:
Here
Match all the settings in the pic, for the colormap u want to click "..." & point to your tga in the raw/materials folder..
Then you want to click: file, SAVE AS: comapss_map_mp_mapname & SAVE IN: cod/texture_assets folder (if u do not have a texture_assets folder already, create one & place it in your cod folder).Now your gdt should be saved in cod/texture_assets. Now from the assman, u want to leave all the settings as they were, colormap still pointing same & Click pc convert, current asset only (make sure it converts with no errors before continuing)..
Before you go any further, check to make sure all the correct files were created in the correct places...
A: compass_map_mp_mapname.tga is in raw/materials
B: compass_map_mp_mapname.file should have been created in the raw/materials folder also.
>> I believe you mean a file without an extension is created in this folder....It doesn't actually have an extension .file
C: compass_map_mp_mapname.iwi should have been created in raw/images folder.
D: compass_map_mp_mapname.gdt is in cod/texture_assets folder.
If everything looks good, then continue.
6. Create a folder named images on your desktop, place a COPY of the compass_map_mp_mapname.iwi into this folder.
Zip this folder, DO NOT USE RAR, click the zip & name it mp_mapname.iwd..
7. Place this iwd into a mod folder(custommaps).
>> Custom maps?? That didn't work for me, but putting the .iwd in the cod4/main/Mods/Modwarfare worked for me.
8. add these lines to your mapname.gsc:
maps\mp\_compass::setupMiniMap("compass_map_mp_mapname");
setdvar("compassmaxrange","2000");
Add this line to your cvs (update zone file):
material,compass_map_mp_mapname
>> I have heard some say something about maxrange, however I haven't used it nor do I see it as necessary unless you know what difference it makes. Also, didn't you forget this asset?
rawfile,minimap.cfg (this is created when you issue the exec minimap) it should also show up when you use update your zone file.
Open compiler, uncheck: enable developers script & check: enable custom command line opt., type in: +set fs_game mods/custommaps. (the mod folder that u placed the iwd must match the mod folder that u type in).
>> ahhh this is where custommaps comes in. So whats better? the modwarfare directory or custommaps?!?
Compile, update zone file, build fast files, run selected map, & there ya go..
Also to zoom your minimap, change the number at the end of this line in your mapname.gsc:
setdvar("compassmaxrange","2000");
The higher the number, the higher the mini (zoom out)
The lower the number, the lower the mini (zoom in)
kmabigtime "aka" [aSu]BigTime! (asuclan.com)
>> have no idea what this compassmaxrange is? Zoom in Zoom out?! wtf is that? :)
Overall great tutorial. Way better than what's on this site.