Ok, i am having trouble with my load screen. I have followed the tuts. And i was getting a mystery pic to show up of a cottage looking house in the country.
I replaced my tga file with a jpg and now its a white box. (some improvement)
I will past my files, if you see something wrong let me know, i am going nutts.
URC FILE
menu "dm/HOTEL" 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 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 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 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 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 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 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 "HOTEL"
}
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 "HOTEL"
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 "NONE"
font facfont-20
}
end.
SHADER FILE
HOTEL
{
nomipmaps
nopicmip
cull none
surfaceparm nolightmap
{
clampMap textures/mohmenu/dmloading/HOTEL.jpg
}
}
SCR FILE
// those forward slashes make the game ignore whats written afterwards..
// ARCHITECTURE: [GTX]Bartok
// SCRIPTING: [GTX]Bartok
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
//call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
exec global/ambient.scr HOTEL
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/shutter.scr
exec global/exploder.scr
exec global/weather.scr
level.script = maps/dm/HOTEL.scr
thread random_explode1
level waittill spawn
end
random_explode1:
wait (randomfloat 13 + 23)
$random_explode anim start
radiusdamage $random_explode 256 384
goto random_explode1
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waittill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
Thx
Bartok
Load Screen??? ARGH!!!
Moderator: Moderators
-
Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
Ahem... there is another post for this in the scripting forum, the FIRST post there. Heres the link
viewtopic.php?t=1545
viewtopic.php?t=1545
-
Capt_Bartok
- Private
- Posts: 6
- Joined: Sun May 16, 2004 2:03 am
Ya
Been there, done that, said i followed the tuts (plural). Hence why i'm still posting about it, cause it didn't work.... and if its a problem with my files, anyone who is good could tell pretty quickly.......
However, i digress, i did put in wrong forum, should have been in script forum, however, i seek help not referal, as i have read through those already.
Bartok
However, i digress, i did put in wrong forum, should have been in script forum, however, i seek help not referal, as i have read through those already.
Bartok
jpg
Although, I have never gotten a jpg to work for the loading screen. It must be the right type of jpg to work (24 or 32 bit). So, try one of the jpg images already in the game to see if that works--from pak2 textures.
I got mine working this way :
I am using a jpg with dimensions of 1024x1024 but you could use 512 512
this is my shader file that goes in scripts:
Then this is my urc file which goes in ui:
I am using a jpg with dimensions of 1024x1024 but you could use 512 512
this is my shader file that goes in scripts:
Code: Select all
mp_saintnazaire_tow
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/objloading/mp_saintnazaire_tow.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}Code: Select all
menu "obj/mp_saintnazaire_tow" 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 0 0 640 480
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
shader "textures/mohmenu/objloading/mp_saintnazaire_tow"
}
resource
Label
{
title "The Raid on Saint Nazaire"
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.Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
-
Capt_Bartok
- Private
- Posts: 6
- Joined: Sun May 16, 2004 2:03 am
THX
Thanks Jack Ruby, yours helped me out.
The Pic is FULLSCREEN but hey, im liking it!! WOOHOO
thx alot
you really did help
thanks to all for your posting and trying to help
Bartok
The Pic is FULLSCREEN but hey, im liking it!! WOOHOO
thx alot
you really did help
thanks to all for your posting and trying to help
Bartok


