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Old 09-14-2007, 05:34 PM   #7
trepid_jon
Ray Ray Johnson
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Join Date: Feb 2005
Location: Dallas, TX
Class/Position: D Civilian
Gametype: Rocket Jousting
Affiliations: EAFD
Posts Rated Helpful 78 Times
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Also, remember to make a res file for your map so servers send all files to the client.

I can't remember how they're made exactly, but maybe someone around here can look it up.

I believe you make a maps\mapname.res file, and then list which files are needed....

Code:
"Resources" 
{ 
	"maps/mapname.txt"	"file"
	"maps/mapname.res"	"file"
}
http://developer.valvesoftware.com/w..._Resource_File

The map's lua file(s) will be most important to list (maps\mapname.lua and any other custom scripts used), along maps\mapname.txt for the description, materials\vgui\loadingscreens\mapname.vmt & .vtf for the map overview loading screen, as well as potentially maps\mapname_level_sounds.txt and maps\mapname_soundscapes.txt for custom game sounds and soundscapes...and maybe in the future for extra vox and message support, maps\mapname_<language>.txt (localized custom messages) and maps\mapname_sentences.txt (vox). I think maps\mapname_<language>.txt is already supported by the looks of the TF2 GCF, so we'll have to code in support for custom vox sentences.
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Last edited by trepid_jon; 09-15-2007 at 11:53 PM.
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