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mcunha98
Lieutenant Colonel
Posts: 384 Joined: Sat Jan 17, 2004 1:52 am
Location: Brasil
Contact:
Post
by mcunha98 » Sat Apr 10, 2004 4:35 am
Hi,
I read some tutorials (like Nemesis Page) and i try make a custom load screen, but i think my TGA resolution is the problem.
Like in tutorials, i make a image with 512 x 512 (RGB) and put my screenshot, save as TGA (24 bit color) and put in PK3. What is wrong ?
See the result:
http://planeta.terra.com.br/informatica ... ot0002.jpg
I use a screenshot of MOHAA to put (loadscreen.tga in PK3 File)
http://planeta.terra.com.br/informatica ... ot0001.jpg
The user_98cityghost.shader
Code: Select all
user_98cityghost
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/loadscreen.tga
blendfunc gl_one_minus_src_alpha gl_src_alpha
}
}
The user_98cityghost.urc
Code: Select all
menu "dm/user_98cityghost" 640 481 NONE 0
bgcolor 0 0 0 1
borderstyle NONE
bgfill 0 0 0 1
fullscreen 1
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 "user_98cityghost.shader"
}
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 "City Ghost by MCunha98"
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
}
end.
tltrude
Chuck Norris
Posts: 4774 Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:
Post
by tltrude » Sat Apr 10, 2004 4:46 am
Check out this thread in scripting:
/forum/viewtopic.php?t=1545
Tom Trude,
dooguesgoober4
Captain
Posts: 246 Joined: Fri Oct 17, 2003 1:00 am
Location: Akron, OH
Contact:
Post
by dooguesgoober4 » Mon Apr 12, 2004 6:15 pm
i think the only problem you have is in your .urc file.....where it says to enter your .shader file....do not put the ".shader" part....just the user_98cityghost
like this...
Code: Select all
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 "user_98cityghost"
mcunha98
Lieutenant Colonel
Posts: 384 Joined: Sat Jan 17, 2004 1:52 am
Location: Brasil
Contact:
Post
by mcunha98 » Mon Apr 12, 2004 7:56 pm
dooguesgoober4
Well, maybe you have reason !
I will try use this directive (without .shader)
If start with image, i reply for all, informating about this error !
Thanks
dooguesgoober4
Captain
Posts: 246 Joined: Fri Oct 17, 2003 1:00 am
Location: Akron, OH
Contact:
Post
by dooguesgoober4 » Tue Apr 13, 2004 2:37 pm
Kewl....if you need any more help i will be more than willing to check out you files and whatnot if needed!!
mcunha98
Lieutenant Colonel
Posts: 384 Joined: Sat Jan 17, 2004 1:52 am
Location: Brasil
Contact:
Post
by mcunha98 » Wed Apr 14, 2004 1:07 am
Well....
Dont is this.
I change the script using name of map without .shader, but dont have effect !
In my conception, the problem is the configuration of
Alpha Channels of TGA file !
tltrude comment in your post, exist a topic about this problem, i read but dont have nothing specific of photoshop edition (like a screenshot show the option in Photoshop Enviroment).
If somebody can help me, tell me how i configure this property of file
kai0ty
Brigadier General
Posts: 507 Joined: Fri Mar 19, 2004 1:45 am
Post
by kai0ty » Wed Apr 14, 2004 1:32 am
ur tga is supposed ot be 32 bit not 24.
There are only 10 kinds of people in this world; those who know what binary is, and those who don't.
mcunha98
Lieutenant Colonel
Posts: 384 Joined: Sat Jan 17, 2004 1:52 am
Location: Brasil
Contact:
Post
by mcunha98 » Wed Apr 14, 2004 2:04 am
No no no !!!
I try use the 32 and 24 bit color (including, using RLE compression in PhotoShop dialog), but none of formats show the image !
Always, show a blank image in load screen !!!???
Please, see my photoshop screenshot in:
http://planeta.terra.com.br/informatica ... toshop.gif
Where is the Alpha Color option (if is this the problem) ????
bdbodger
Moderator
Posts: 2596 Joined: Tue Feb 25, 2003 7:34 am
Location: canada
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Post
by bdbodger » Wed Apr 14, 2004 9:10 am
I am not sure but think 24 bit will work if you do not have any tranparent parts in you image but if not here is where the alpha channel button is .
mcunha98
Lieutenant Colonel
Posts: 384 Joined: Sat Jan 17, 2004 1:52 am
Location: Brasil
Contact:
Post
by mcunha98 » Wed Apr 14, 2004 5:59 pm
bdbodger,
Thanks for your reply
But, dont work like you tell...
I use the 7.0 version of Photoshop, maybe the acess to this function dont is like you show in screen.
See my screenshot:
http://planeta.terra.com.br/informatica ... oshop2.gif
Sugestions ???
hogleg
General
Posts: 1577 Joined: Tue Sep 09, 2003 5:23 pm
Location: Down South Hillbilly Country
Post
by hogleg » Wed Apr 14, 2004 6:09 pm
This is one of the best explanations on loading screens:
/forum/viewtopic.php?t=1545
"all the governments in the world are corrupt and in the hands of the Illuminati"
echo_rancid
Captain
Posts: 264 Joined: Sat Jan 31, 2004 4:31 pm
Post
by echo_rancid » Wed Apr 14, 2004 10:26 pm
Im having a problem with my load screen as well.
I followed nemesis's tutorial and then read throught that thread above.
First of all I used fireworks to edit my screeshot and couldn't figure out how to change it to a .tga or anything else but a .png. So i download an image converter and made it into a .tga...
Im sure everything else is set up correctly...before i changed it to a .tga the load screen would be grey with a black gradeint around the edge...now that it is a .tga it is completely white.
What do I need to do?!?
tltrude
Chuck Norris
Posts: 4774 Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:
Post
by tltrude » Fri Apr 16, 2004 3:43 pm
There are different types of TGA and JPG images and the game only likes type 2, whatever that is.
The best way I have found is to copy a loading screen image from the game and move it. Then paste the new image and alpha channel on top of it and save without renaming. Later, I rename the file. Doing it that way, keeps the same format (type) for the image.
Tom Trude,