Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 50 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: [tut] - How I got my minimap working..
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Apr. 17, 2008 09:05 pm
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..

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..

3. Take your picture & exit game..

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. 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.
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).

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

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).

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)

Share |
Zestycookie
General Member
Since: Dec 31, 2006
Posts: 148
Last: Oct 19, 2009
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Apr. 17, 2008 09:24 pm
Nice job, this is much more informative then all the other tutorials. This should help out a lot of people having trouble with this.
Share |
SporadiC
General Member
Since: Feb 23, 2008
Posts: 159
Last: Jan 3, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Apr. 18, 2008 05:22 pm
yay! first to get an error here... -.-
annyway I get this:

Code:
Converting 1 assets, reason: 'asset out of date'
Converting 'compass_map_mp_kuhkhird' (material 1 of 1)...

************ ERROR ************
file 'D:\COD4\texture_assets\compass_map_mp_kuhkhird.tga' not found

aborting....


Conversion failed with 1 errors. Hit key to continue.


I pointed it to "raw\materials\compass_map_mp_kuhkhird.tga" so I have no idea why its looking in the texture assets folder...

I must say though, in another tutorial, I was told to put it in the texture assets folder and it converted from there... but I decided to do your tutorial instead because its more clear, I deleted the .tga and .iwi from the last conversion...
any idea how to fix this?
Share |
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Friday, Apr. 18, 2008 05:32 pm
actually, the tga or dds can be saved anywhere in the Call of Duty 4 folder or sub folders
putting in raw/materials will get you confused cuz thats where the converted stuff goes (and in raw/images)
what i do is in map_source i create another folder, named what im going to call the map and save all the images (non-converted ones that is), .iwd and .map in there
when i want to compile the map i copy the .map to the map_source folder
Share |
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Apr. 18, 2008 09:41 pm
Well I said it was based of the pic, see where the files are in the pic...
Share |
illram
General Member
Since: Jan 22, 2008
Posts: 233
Last: Jul 15, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Apr. 18, 2008 10:44 pm
This is a good tut, but I agree with killer that it is better to put the original .tga in \texture_assets.

@ Sporadic, try putting your .tga in \texture_assets instead. Also, deleting your .tga is unnecessary when trying to redo the process, but I have found that deleting all the new stuff you make in materials, materials_properties and images is necessary when remaking files. (And the .csv in maps\ for loadscreens)

I would also add that I have tested using 32-bit tgas for minimaps, and they work. 32-bit tgas are needed if you want to make a transparent minimap.
Share |
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Apr. 19, 2008 12:20 am
Sporadic, when u convert, it also creates a ".file" of your loadscreen in raw/materials..U may need to delete it also, when u try to start over...
Share |
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Saturday, Apr. 19, 2008 12:27 am
i dont get a .file [ohwell]
Share |
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Apr. 19, 2008 12:36 am
Y did I say loadscreen[duh] Compass.file ..& I have 1 for every map in the game...But i do have a .file for every loadscreen in the game also...

edited on Apr. 18, 2008 08:39 pm by kmabigtime
Share |
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Saturday, Apr. 19, 2008 12:39 am
oh... its not called a .file, it has no extension (.txt .exe) so windows just calls it a file
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 4 : CoD4 MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»