Load Screen

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PsychoE
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Load Screen

Post by PsychoE »

Sorry for all these questions lately everyone. Trying to get something finished.

Can't find a tut on load screens. I know there has to be a few out there somewhere. Having a hard time with them. ie:
using notepad to make the shader and urc file, but they are saved
as mymap.shader.txt and mymap.urc.txt

any ideas (links or whatever) are greatly appreciated.

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Sputnik
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Post by Sputnik »

If you're using notepad, you should change the box that says "Text Documents" to "All Files." Then you should be able to save the file as 'mapname.shader.'

Your loading screen should consist of three things.
  • 24-Bit TGA with alpha channel (This is where most people mess up) int textures/mohmenu/dmloading (or objloading).
  • .urc file in ui/
  • .shader file in scripts/
I can help if you are having problems with any of these.[
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PsychoE
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Post by PsychoE »

i changed that column to "all files" and still saving as '.shader.txt'
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PsychoE
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Post by PsychoE »

never mind - i was looking in the wrong area - thanks for the quick response.

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PsychoE
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Post by PsychoE »

Silly how one little thing can screw us n00bs up. Works good but the script i got stopped it until i deleted some lines (wish i only commented them out to show you)

one line had something to do with the colour "white"

the other line had "alpha" in it

don't know what these lines meant

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Sputnik
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Post by Sputnik »

You're .shader file should look like this. I don't think you should change it unless you really know what you're doing:

Code: Select all

mapname //Put your mapname here
{
   nomipmaps
   nopicmip
   cull none
   force32bit
   surfaceparm nolightmap
   {
      rgbgen   global
      //alphagen global
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	clampMap textures/mohmenu/dmloading/picname.tga // Put the name of your loading pic here.
   }
}
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PsychoE
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Post by PsychoE »

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA


this is the line that was screwing things up. After i took that out, it works great.

my shader looks like this:

[i]// Shader file

mymapname
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap

{
clampMap textures/mohmenu/dmloading/mypicname.tga

}
}[/i]


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mohaa_rox
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Post by mohaa_rox »

Save it under all files as "yourmapname.shader" with "".
Live to map, not map to live.
-mohaa_rox, .map
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PsychoE
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Post by PsychoE »

It is saving properly now that I have an idea of what I am doing. Is the difference between my shader and the one Sputnik posted a serious change - it is this line that I don't have in mine:

rgbgen global
//alphagen global
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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panTera
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Post by panTera »

here's a tutorial I recently posted :wink:

see this post
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