thanks guys
i only have one question left(I just can't stop asking new things
how do i get the loading screen picturs in the score board??
Moderator: Moderators
Code: Select all
level.scoreboardpic = mypic.jpgCode: Select all
scoreboardpic obj/obj1Now I suggest you make a second image for the scoreboard because it is displayed square. Reduce your original screen shot to 512 high preserving the aspect ratio. Then crop the image to 512 wide. You will lose part of the image but it won?t look distorted in the scoreboard. Save it with another name, like ?yourmapname2.jpg?, along with your other screen shot. Add a shader for it in the same file as your loading screen shader. Then in your map?s script file reference the second picture for the scoreboard pic.
setcvar "g_scoreboardpic" "yourmapname2"
Spearhead does a lot cleaner job with loading screens, jpegs all the way. The .urc file is processed in order, so make sure if you want the sepia look, that it comes after your screen shot shader. Personally I don?t care for it because it is too intense. It is better to get that effect by manipulating the image in Photo Shop.
_________________
Innkeeper - moderator
(Oh yeah, instead of cropping the image you could also just make a new document of 512x512, and then paste the bigger image so you can position it the way you want. I think it's pretty cool that you don't need a shader file for the smaller picture. Alright, now we're getting somewhere).
Code: Select all
// The-Real-DM
// ARCHITECTURE: -^IW^-dr shenker
// SCRIPTING: -^IW^-dr shenker
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Kill the enemy!!"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Also kill the enemy!!"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "yourscore_pic"
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/the-real-dm.scr
level waittill spawn
end
Code: Select all
the-real-dm
{
nomipmaps
nopicmip
cull none
surfaceparm nolightmap
{
clampMap textures/mohmenu/dmloading/testload.jpg
}
}
the-real-dm_score
{
nomipmaps
nopicmip
cull none
surfaceparm nolightmap
{
clampMap textures/mohmenu/dmloading/yourscore_pic.jpg
}
}
Code: Select all
// The Real DM
// ARCHITECTURE: -^IW^-dr shenker
// SCRIPTING: -^IW^-dr shenker
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Kill the enemy!!"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Also kill the enemy!!"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "yourscore_pic"
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/the-real-dm.scr
level waittill spawn
end
Code: Select all
the-real-dm
{
nomipmaps
nopicmip
cull none
surfaceparm nolightmap
{
clampMap textures/mohmenu/dmloading/testload.jpg
}
}
the-real-dm_score
{
nomipmaps
nopicmip
cull none
surfaceparm nolightmap
{
clampMap textures/mohmenu/dmloading/yourscore_pic.tga
}
}
Code: Select all
menu "dm/dm_the-real-dm_1.1" 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 "the-real-dm"
}
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 "The Real DM"
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.