Load Screen??? ARGH!!!

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Capt_Bartok
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Posts: 6
Joined: Sun May 16, 2004 2:03 am

Load Screen??? ARGH!!!

Post by Capt_Bartok »

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
Master-Of-Fungus-Foo-D
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Location: cali, United States

Post by Master-Of-Fungus-Foo-D »

Ahem... there is another post for this in the scripting forum, the FIRST post there. Heres the link

viewtopic.php?t=1545
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Code: Select all

while (local.player istouching self)
Capt_Bartok
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Posts: 6
Joined: Sun May 16, 2004 2:03 am

Ya

Post by Capt_Bartok »

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 :D
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tltrude
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jpg

Post by tltrude »

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.
Tom Trude,

Image
Patroclus
Corporal
Posts: 33
Joined: Tue Jun 22, 2004 3:33 pm
Location: Somewhere in the Northeast

Post by Patroclus »

I had a similar prob as well... for me it was something wrong with the extension, I had saved s a "jpeg" ,not a "jpg", another thing I had wrong with mine was the file path, make sure you have your pic in the right place and the right lettering of all the folders on you filepath...

hope it helps...
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Jack Ruby
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Posts: 1443
Joined: Fri Feb 07, 2003 12:20 am
Location: london

Post by Jack Ruby »

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:

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 
}
}
Then this is my urc file which goes in ui:

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.
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crunch
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Post by crunch »

For a .jpg loading image, you don't need the map $whiteimage or the blendFunc... lines.

You are better off removing them entirely.
Image
Capt_Bartok
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Posts: 6
Joined: Sun May 16, 2004 2:03 am

THX

Post by Capt_Bartok »

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
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