I'm assuming you know how to edit the size of your picture and you're a bit used to working with (good) paint programs.
Before I try to explain the use of Alpha's in TGA's (see next post below), I'll try to explain how you can make your loadingscreen the same way they (2015) did. It seems like all they did with the loading pics was just duplicate one of the 3 (RGB) channels of the TGA and then use that new channel as Alpha. No manual selections at all.
To do the same with your own image:
- Take a screenshot of your map (press F12). Screen resolution doesn't really matter, when the image is brought back to 512x512 it will be 1Mb in size.
(Or just use any other image you have in mind). - Right, open it in a paint program that can handle Layers and Channels (Photoshop, PaintShopPro etc.),
- Make it the right size (see the note*) and edit the image if necessary with effects or filters.
- Now for the Alpha part: go to the Channels window where you'll see the 4 channels (the 'composite RGB', 'Red', 'Green', and 'Blue'). Now click on one of the Red, Green or Blue Channels and choose (right click) "Duplicate Channel" (nevermind about a name and just click OK). (fig.1 & fig.2)

fig.2
This new channel automatically becomes your Alpha selection. (see fig.5)
That's all. Save the image and give it a name. (fig.3 & fig.4) Note: your image must be saved as a 32bit TGA, otherwise the Alpha channel isn't stored with it.
fig.3

fig.4

Check. The next time you open your TGA the channel is named Alpha 1.
fig.5
____________The shader for a TGA image:__________________________________________________________________
Code: Select all
map(bsp)name
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/yourimagename.tga
blendfunc gl_one_minus_src_alpha gl_src_alpha
}
}____________The shader for a JPG image:__________________________________________________________________
Code: Select all
map(bsp)name
{
nomipmaps
nopicmip
cull none
surfaceparm nolightmap
{
clampMap textures/mohmenu/dmloading/yourimagename.tga // even though it's a jpg just use a .tga extension here
}
}______________________________________________________________________________
(note*) This is how to resize your image with Photoshop:
I had my video resolution set to 1280x1024 so this will be the size of my screenshot.
In Photoshop: go to "Image-> image size" and be sure to uncheck the "constrain proportions"-box. Change both the width and height from 1280 and 1024 to 512 pixels. The image now looks out of proportion. Don't worry, you might have noticed that the loadingscreens get a little stretched horizontally. So, in-game it will now stretch back to it's original shape.
It's usually a good idea to edit the image after such a big change in size. (e.g. use sharpenfilter).
______________________________________________________________________________
I think this is about all the mapper needs to know when he wants to use a TGA or JPG loading image in MoH. Again, if you don't want to use an Alpha channel to get the "blend with white" effect, then use a JPG loading image. On-screen you will hardly notice the difference and it's about 6 times smaller in size.
(If you want to know more about these color channels and what they mean then read the next post.)