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Old 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**\
You will have to create the "maps" folder, and then another folder for the map your making. Then inside that folder, you make 2 new textures; named "interest" and "overview". Make the .vmt look like this:

Code:
"UnlitGeneric"
{
  	"%keywords" "overview, interest"
	"$basetexture" "vgui/maps/**your_map_name/overview"
}
And when you load up the game, you should have something there now instead of the front buffer texture. Personally I think this is a nice place to bypass the Objectives section of the main screen (since we can't scroll) and put all the information you want to here instead.

Example:

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Last edited by Dr.Satan; 06-30-2009 at 07:04 PM.
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Old 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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Old 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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Old 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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Old 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"
}
The keywords can be changed to whatever you want (make it relevant to the info) and the basetexture points to the .vtf that your making this for. Save and your finished. Then just do another one for the interest image and we're good to go!

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:
Originally Posted by Elmo
So what are we putting in the text?
Right now...nothing really. On most of the official maps it's something simplistic like:

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
ff_2fort
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.
Which isn't necessarily terrible, except that maps like ff_impact, which doesn't even have the text atm, desperately need more information!
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Last edited by Dr.Satan; 06-30-2009 at 07:04 PM.
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Old 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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Old 06-30-2009, 07:02 PM   #7
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wp
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Old 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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Old 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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Old 07-01-2009, 05:19 AM   #10
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Quote:
Originally Posted by Crazycarl View Post
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.
...I used to know that and am pissed, b/c I did that to my loading screen texture and I couldn't for the life of me figure out why it was blurry! Like literally spent probably 3+ hours looking b4 I gave up!

Edit: fixed the tutorial above!
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Old 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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