custom loading screen

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divaid
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custom loading screen

Post by divaid »

hey, I took a screenshot of my map and I want it for my loading screen. I followed a tutorial of nemesis but what I get is when i load my map, you just see a white picture. help?
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Krane
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Post by Krane »

Check this out.
Image
divaid
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Post by divaid »

okay that is just too not clear for me. I uploaded my picture that I want to be as my loading screen on my site. Can you make my loading screen :oops: ? it's the first pic (omaha)

www.geocities.com/daviddeman2003/lapzwans
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omniscient
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Post by omniscient »

the nemisis tut looks fine to me, wh dont u post ur script files and we'll look to see whats wrong.
divaid
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Post by divaid »

okay thanks for the reply

omaha.shader:

omaha
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/omaha_loading.tga
blendfunc gl_one_minus_src_alpha gl_src_alpha
}
}

loading_omaha.urc:

menu "obj/omaha" 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



resource
Label
{
name "Default"
rect 248 0 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 496 0 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 496 248 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 248 248 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 0 248 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 0 0 256 256
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "paper"
}
resource
Label
{
name "Default"
rect 0 0 640 480
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "shadow"
}
resource
Label
{
name "Default"
rect 0 0 640 480
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "NONE"
shader "wrinkles"
}
resource
Label
{
name "Default"
rect 80 32 480 368
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "white"
}
resource
Label
{
name "Default"
rect 80 32 480 368
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "sepiaoverlay"
}
resource
Label
{
name "Default"
rect 96 48 448 336
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "omaha"
}
resource
Label
{
name "Default"
rect 76 28 64 64
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "ul_corner"
}
resource
Label
{
name "Default"
rect 500 28 64 64
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "ur_corner"
}
resource
Label
{
name "Default"
rect 500 340 64 64
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "lr_corner"
}
resource
Label
{
name "Default"
rect 76 340 64 64
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "ll_corner"
}
resource
Label
{
title "Omaha Beach, near Vierville."
name "Default"
rect 72 408 496 32
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.00 0.00 0.00 0.00
borderstyle "RAISED"
font facfont-20
//font courier16
}
end.
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wacko
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Post by wacko »

okay, in your pk3, check that:
omaha.shader is in /scripts
loading_omaha.urc is in /ui
omaha_loading.tga is in /textures/mohmenu/dmloading

Check Pantera's post again:
Do u use a Targa image? With the shader u are using, a Jpeg won't work. Or delete those green lines (as stated) when using a jpg - which is smaller anyway.
divaid
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Post by divaid »

yep did it all correctly. Only I my map dmloading is named objloading because it is an objective typed map. offcourse I set it all to match this objloading (in the scripts)
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wacko
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Post by wacko »

in omaha.shader (line 12) it's 'dmloading' :?
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Gen Cobra
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Post by Gen Cobra »

Well sometimes this can be the problem. When you saved the image you might have mistakenly not saved it as a 32 tga and instead just saved it as a 24 bit tga. And for some reason it says dmloading in your shader.
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wacko
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Post by wacko »

The General is right, this would cause a non working image. To be sure, why not convert your image to Jpeg, save it as omaha_loading.jpg where the tga is and change your omaha.shader to

Code: Select all

omaha 
{ 
nomipmaps 
nopicmip 
cull none 
surfaceparm nolightmap 
{ 
clampMap textures/mohmenu/objloading/omaha_loading.tga 
} 
} 
calling the image 'omaha_loading.tga' is fine, even when using a jpg!

This way u could exclude one potential error and it would look quite the same.
omniscient
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Post by omniscient »

um, dont u use dm loading even when its an obj?
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wacko
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Post by wacko »

divaid wrote:Only I my map dmloading is named objloading
then divaid wrote:um, dont u use dm loading even when its an obj?
so, what is it, what u did???
anyway, I would always use 'dmloading'. But the only important thing is that u use the SAME folder name in the shader and in the pk3, else the shader will obviously not find the texture.
If u put omaha_loading.tga in textures/mohmenu/dmloading, u must use
clampMap textures/mohmenu/dmloading/omaha_loading.tga in the shader

d/l http://www.decalattack.com/moh/omaha.pk3, put ur map omaha.bsp in the folder maps/obj and try to start the map.
divaid
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Post by divaid »

thanks, I will take a look :lol:
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Gen Cobra
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Post by Gen Cobra »

Yeha it is all about the paths. It doesnt need to be in mohmenu/demloading it could be in my_loadscreen/my_loadscreen.
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omniscient
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Post by omniscient »

i said dmloading, not him lol.
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