
Members Online»
0 Active | 10 Guests
Online:
|
LATEST FORUM THREADS»
by ammys09
Posts: 1 / 236 warfare
CoD4 Map + Mod Releases by devielthan
Posts: 1 / 1772 Key Things the Design Comm...
CoDBO MP Mapping by rabbihasan21
Posts: 1 / 1093 Three Out of 10 Television...
CoDBO General by warrior777
Posts: 2 / 896 Voting menu on maps
CoD+UO General by
Posts: 0 / 787 Hauling 911
CoDBO3 General |
Polls»
|
You can use any photo software to make the loading image. I will leave that part up to you. You'll want to make it 24bit target ( .tga ) and a size of 1024x1024 pixels.
Save the file to [root]\texture_assets\loadscreen_[levelname].tga [root] would be the default game path where the games .exe files are located [levelname] is the name of the bsp for the level. If you do not have a folder named "texture_assets" create one. This folder will be used for all your custom images.
In my example I used the test level called mp_test that was included in the mod tools. In my example I saved the loadscreen image to the following:
| c:\program files\activision\call of duty 4 - modern warfare\texture_assets\loadscreen_mp_test.tga |
Creating Material
Creating a material in the game using your custom targa image
| You should now see many properties for the material you just created. |
Once you have the settings like the image below continue reading.
Asset Manager Loadscreen Creation![]() |
PC Convert![]() |
| raw\images\loadscreen_mp_test.iwi raw\materials\loadscreen_mp_test raw\material_properties\loadscreen_mp_test |
When you package the map into a .iwd file you'll want to include the .iwi file. The others aren't necessary to be in the .iwd because they will be contained within the fast file for that level.
Tell your custom map to use the new material
You have now successfully created a material that the game can use as a load screen. We just need to tell the game to use that material when loading your map. You should still be in Asset Manager in the file levels.gdt. You can now select "level" asset type from the list. You should see those two levels listed there as we did when we first opened this file. You'll want to click the "New Entry" button here to create a new asset of type "level" in this GDT.
Asset Manager
| raw\maps\[levelname].csv |
My example I created was: raw\maps\mp_test.csv
This csv file tells the game what materials to use when the level is loaded. You should never edit this file directly. Always make the changes in Asset Manager and then run converter.
*Note since the 1.5 patch, the images and .csv files have to go into your .iwd pack; The game will no longer load the loadscreen from the raw files. The .csv file isnt needed in the newest patch.
Adding it to your map
Now update your zone file and add this line:
| material,loadscreen_[mapname] |
and add the .iwi file, which can be found in '[root]/raw/images/loadscreen_[mapname].iwi', to the package.
You can now rebuild your Fast File, move it into the usermaps/[mapname] directory, together with the [mapname].iwd file, and run your map. You should now have a working loadscreen.
Move the mp_yourmap.iwd and your fast files to a folder called "custommaps" in your mod folder. The fast files can be found in '[root]/zone/english/mp_yourmapname.ff and mp_yourmapname_load.ff
Now back to the CoD4CompileTools under "Level Compiling" Checkmark Use Custom Command Line Options at the bottom and add these lines:
| +set fs_game mods/customMaps +set r_fullscreen |
Now you can click #5 "Run Selected Map"
The .IWD file
An .iwd file is simply a zip file, with content for CoD4. It should only contain custom images and sound files, the rest will be packed into the Fast File.
Simply follow the directory structure as listed in '[root]/raw/'. For custom images: make an 'images' folder on your desktop, put all .iwi files that are custom into this directory (.iwi's can be found in '[root]/raw/images/'). Each custom texture consists of 3 files, the colour map, the normal map and the specular colour map. All 3 of these should go in your 'images' directory. Note that the specular colour map always has a weird name, like '~roof_concrete_tile_01_spec-r~a371169a.iwi', where a color map is just 'roof_concrete_tile_01.iwi' (and a normal map 'roof_concrete_tile_01_nrm.iwi'). For the loadscreen and compass_map textures we just have a colour map. Dont worry about these "'~roof_concrete_tile_01_spec-r~a371169a.iwi'" if you have not created any custom images other than the minimap or loadscreen.
Now go to the parent directory, right-click on the 'images' directory and make it a zip file. Be sure that inside the zip file, there should be a directory called 'images' with the custom textures, the custom textures should not be directly in the zip file.
This .zip file should be renamed to [mapname].iwd and be placed into '[root]/usermaps/[mapname]/'.
.arena, .gsc and .csv files should NOT go in the .iwd file! .arena files don't work in CoD4 anyways, but the other 2 files are included in the Fast Files already.
Example using Winzip right click on the image folder select add to zipfile add to new archive should look like:
| C:\Documents and Settings\max306\Desktop\images.zip |
Rename images.zip to mp_yourmapname.iwd then click add you done congrats.
Good Luck
Latest Syndicated News»
Comments: 5
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which... Comments: 5
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ... Comments: 5
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead?
... Comments: 5
Codutility.com up and runn...
It seems to me the like the site is completely dead? Comments: 5
Codutility.com up and runn...
Yeeaahhhh.........
|
Latest Downloads»
mp_Temple
Call of Duty: Mods: Multiplayer (624.12Kb) OHMY Don Quixote
Call of Duty 2: Maps: Multiplayer (5.76Mb) OHMY Neuburg
Call of Duty 2: Maps: Multiplayer (6.84Mb) OHMY Tebessa
Call of Duty 2: Maps: Multiplayer (7.36Mb) OHMY POW Camp
Call of Duty 2: Maps: Multiplayer (2.15Mb) |
Partners & Friends»
|
Site Links and Information
|
Partners
|
Friends
|
Copyright © MODSonline LLC
Tresware Content Management System © 2011
Website Designed by LKFX and Developed by Tresware