06-29-2009, 05:32 AM | #1 |
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Overview and interest images
Currently all of the Official Maps, are missing the overview and interest images. I asked squeek in passing why, and he said he wasn't sure even how to make one. So I figured I would post how here so that we can get them included in the next patch (it looks pretty lame w/out them TBH).
It's not really tough, you just have to know what your missing. When I was fixing up the Interest view in my map, I stumbled across a screen that looked like this: So I did some digging and found this in the consol (yes it's for a dif. map, but trust me it's the same thing): So I created a test texture in that directory and it worked! So to make this new texture, you need to go to the following directory: Code:
C:\Program Files\Steam\steamapps\SourceMods\FortressForever\materials\vgui\maps\**your_map_name**\ Code:
"UnlitGeneric" { "%keywords" "overview, interest" "$basetexture" "vgui/maps/**your_map_name/overview" } Example:
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard Last edited by Dr.Satan; 06-30-2009 at 07:04 PM. |
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06-29-2009, 06:17 AM | #2 |
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That's Pretty cool. This would be great for official maps and the community should know this as well.
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06-29-2009, 12:30 PM | #3 |
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finally - nice one - we should get these in asap. So what are we putting in the text?
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06-29-2009, 01:45 PM | #4 | |
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Could someone tell me how to do that? This sounds like the kind of thing I could do to contribute, and lighten the load on someone else.
Meaning, is it just a picture with text on it? Or multiple shrunken down screenshots with text? What kind of program should I use?
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06-29-2009, 06:23 PM | #5 | |
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Iggy:
All you need to do is make a texture. It can have whatever we want in it. Basically you need to take a picture (1024x1024) of whatever the mapper decides. Which could be objectives like I made it or a text walking you thru the key points or whatever. Edit the image in your favorite image program (I use CS2) and once your happy with it save the image as a .jpg Then you'll want to grab VTFEdit for converting the image to a .vtf and creating a .vmt Open up VTFEdit to create a .vtf. First you want to make sure that in the options the button that says "auto create .vmt file" is checked. Then under the File System section, browse to wherever you saved the .jpg is and open it. VTFEdit should bring up a menu. Make sure your options look like this: If so, then hit ok. The image should show up in the program now. Then go to File: Save As: and name it whatever your working on (in this case overview or interest), and make sure to browse to the directory you want (C:\Program Files\Steam\steamapps\SourceMods\FortressForever\m aterials\vgui\maps\**map_name**\) Then open up the new .vmt file (VTFEdit auto creates this) in your favorite text editor (I use Notepad++) and change it to look like this: Code:
"UnlitGeneric" { "%keywords" "overview, interest" "$basetexture" "vgui/maps/**your_map_name**/overview" } Also if you didn't notice from the info above...this image can be different for the overview and the points of interest, I just preferred to have it be the same b/c I'm using that section as an Objective area. Quote:
ff_aardvark: Code:
Steal the enemy flag while protecting your own [1] Take enemy flag [2] Bring to capture point in your base Deactivate enemy security to open up additional routes to the enemy flag SCORING: 10 points per flag capture Team with most points at end of round wins Code:
ff_2fort Industrial sector CTF (capture the flag). Use stealth or sheer force to reach basement of the enemy base. Once inside, steal their precious flag and capture it at your battlements. Make them pay for their insolence! Each capture nets your team 10 points. The team with the most points at the end of the round wins.
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard Last edited by Dr.Satan; 06-30-2009 at 07:04 PM. |
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06-30-2009, 05:00 PM | #6 |
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Moved this from the beta section for all you mappers out there. Check out the first post for how to finally fix that stupid issue!
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06-30-2009, 07:02 PM | #7 |
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wp
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06-30-2009, 07:13 PM | #8 |
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When creating the vtf, DON'T generate mipmaps. Check "No level of detail" and "No mipmaps". Otherwise, some users will see a blurry version of your texture.
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07-01-2009, 12:41 AM | #9 |
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I added this to the All Your Mapping Needs Thread
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07-01-2009, 05:19 AM | #10 | |
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Quote:
Edit: fixed the tutorial above!
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard Last edited by Dr.Satan; 07-01-2009 at 05:26 AM. |
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09-20-2009, 09:37 PM | #11 |
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per the 2.4 changelog;
this is no longer relevant as that entire section has been removed. Locking thread!
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