What I would do if I where you is open one of the .urc files in the ui directory of pak0.pk3 . They are all simular they start out like this .
menu "m1l1" 640 481 NONE 0
bgcolor 0 0 0 1
borderstyle NONE
bgfill 0 0 0 1
fullscreen 1
//vidmode 3
//fadein 0.5
virtualres 1
postinclude ui/loadingbar.txt
virtualres to fit all screens then the images are put on the screen by coordinates
resource
Label
{
name "Default"
rect 256 0 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "textures/mohmenu/voodoo/m1l1_b.tga"
enabledcvar "ui_voodoo"
}
as you see in this example the graphic is 256 pixels left and 0 down from the top and is 256 x 256 in size . The shader is not actually a shader but is a path to a graphic . This is how the ingame menus are made as well . For something extra give the menu a name like in the first part of lets say background and in your level script put
//--------------------------------------
// Fade-in Menus
//--------------------------------------
wait .5
showmenu background
wait 1
hidemenu backround
showmenu background2
wait 3
hidemenu background2
showmenu background3
wait 1
hidemenu background3
showmenu background4
wait 3
hidemenu background4
wait .5
each one of these is in an .urc name of the urc dosen't matter with these I think but menu name does . Of course you need to fadeout before you do this
fadeout .001 0 0 0 1
drawhud 0
then after this do
fadein 10 0 0 0 1
you can better see this with one of the briefing levels which are actual levels that trans to the mission levels