Loading screen
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-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
Loading screen
I found i site somewhere in internet where you can download maps for a loading screen, ui, textures and scripts etc. but now i cant find the damn site anymore. I tried to make a loading screen with a screenshot but it doesnt work. So my question is: does anyone know a site where i can download a pre-made laoding screen thing so i only have to overwrite the texture. You know like ''myimage.tga'' I can also try to make one myself ofcourse but this is easier for a noob like me. Damn wot a story lol 
Easy enough
take ANY map with loading screen, open the pk3 and take a look how it's done! If you took e.g. 'dm_dorf' you would find:
in /scripts a shader with
dm_dorf//must be the name of the map
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/dm_dorf.tga //must be name of the loading screen texture
}
}
in /textures the texture (just as stated in the shader above). This pic is made 640x481 pixels size until everything is the way u want it, and finally shrunk to 512x512 pixels (this will look bad in the editor but will be fine ingame) and saved as tga 32bit.
in /ui there's a loading_dm_dorf.urc. Name it something like loading_mymap.urc
menu "dm/dm_dorf" 640 481 NONE 0 //change to location and name of your map
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 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 "dm_dorf" //change to the name of your shader
}
...
resource
Label
{
title "We don't know what u like, but choose a sniper rifle..." //change to what u want
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
If u prefer an animated loadingscreen, try 'decalattack' or 'feste kronprinz'
they have some additional stuff in the pk3 to change the loading screen...
take ANY map with loading screen, open the pk3 and take a look how it's done! If you took e.g. 'dm_dorf' you would find:
in /scripts a shader with
dm_dorf//must be the name of the map
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/dm_dorf.tga //must be name of the loading screen texture
}
}
in /textures the texture (just as stated in the shader above). This pic is made 640x481 pixels size until everything is the way u want it, and finally shrunk to 512x512 pixels (this will look bad in the editor but will be fine ingame) and saved as tga 32bit.
in /ui there's a loading_dm_dorf.urc. Name it something like loading_mymap.urc
menu "dm/dm_dorf" 640 481 NONE 0 //change to location and name of your map
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 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 "dm_dorf" //change to the name of your shader
}
...
resource
Label
{
title "We don't know what u like, but choose a sniper rifle..." //change to what u want
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
If u prefer an animated loadingscreen, try 'decalattack' or 'feste kronprinz'
they have some additional stuff in the pk3 to change the loading screen...
-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
Somehow the loading screen doesnt work but when i press tab i can see the scoreboard image.
Here's my loading_sewers.urc
menu "sewers" 640 481 NONE 0 //change to location and name of your map
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 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 "sewers" //change to the name of your shader
}
...
resource
Label
{
title "The Sewers 1.0" //change to what u want
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
Here's my sewers.shader:
Sewers //must be the name of the map
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/sewers.tga //must be name of the loading screen texture
}
}
What is wrong?
Here's my loading_sewers.urc
menu "sewers" 640 481 NONE 0 //change to location and name of your map
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 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 "sewers" //change to the name of your shader
}
...
resource
Label
{
title "The Sewers 1.0" //change to what u want
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
Here's my sewers.shader:
Sewers //must be the name of the map
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/sewers.tga //must be name of the loading screen texture
}
}
What is wrong?
-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
I sorted it out, but my loading screen is BLACK with a WHITE border... here's my .urc cuz i think its cuz the .urc:
menu "dm/sewers" 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 "mymapname"
}
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 Sewers 1.0"
name "Default"
rect 72 3 496 20
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.00 0.00 0.00 0.00
borderstyle "NONE"
font facfont-20
}
resource
Label
{
title "By -=[U|F]=-Goa.Trinitrotoluene"
name "Default"
rect 72 408 496 16
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.00 0.00 0.00 0.00
borderstyle "NONE"
font verdana-12
}
resource
Label
{
title "www.uf-moh.cjb.net"
name "Default"
rect 72 426 496 16
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.00 0.00 0.00 0.00
borderstyle "NONE"
font verdana-12
}
end.
menu "dm/sewers" 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 "mymapname"
}
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 Sewers 1.0"
name "Default"
rect 72 3 496 20
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.00 0.00 0.00 0.00
borderstyle "NONE"
font facfont-20
}
resource
Label
{
title "By -=[U|F]=-Goa.Trinitrotoluene"
name "Default"
rect 72 408 496 16
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.00 0.00 0.00 0.00
borderstyle "NONE"
font verdana-12
}
resource
Label
{
title "www.uf-moh.cjb.net"
name "Default"
rect 72 426 496 16
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.00 0.00 0.00 0.00
borderstyle "NONE"
font verdana-12
}
end.
-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
thanks so much dude, it works now!
How many pixels*pixels is the texture for the loading screen? Its 512 by 512 now and it looks kinda stretched... How much should it be to look correct?
.
And i want to put a text on the scoreboard in TDM and FFA, here's my .scr file, what should i change in it?
// Yourmapname The Sewers 1.0
// ARCHITECTURE: -=[U|F]=-Goa.Trinitrotoluene [NL]
// SCRIPTING: -=[U|F]=-Goa.Trinitrotoluene [NL]
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "sewers" // your score board picture
level waittill prespawn
exec global/DMprecache.scr
exec global/ambient.scr yourmapname
// may want to make your own ambient sounds, read the tut
level.script = "maps/dm/yourmapname.scr"
// remember to put in your map name
level waittill spawn
//add more codes here after you add more features to your maps
end
How many pixels*pixels is the texture for the loading screen? Its 512 by 512 now and it looks kinda stretched... How much should it be to look correct?
And i want to put a text on the scoreboard in TDM and FFA, here's my .scr file, what should i change in it?
// Yourmapname The Sewers 1.0
// ARCHITECTURE: -=[U|F]=-Goa.Trinitrotoluene [NL]
// SCRIPTING: -=[U|F]=-Goa.Trinitrotoluene [NL]
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "sewers" // your score board picture
level waittill prespawn
exec global/DMprecache.scr
exec global/ambient.scr yourmapname
// may want to make your own ambient sounds, read the tut
level.script = "maps/dm/yourmapname.scr"
// remember to put in your map name
level waittill spawn
//add more codes here after you add more features to your maps
end
as i tried to explain before
, the texture must be saved with 512x512.
BUT: you must 1st make a picture with 640x480 looking the way it ought to,
then 2nd when it is okay, change the proportions in your image editor changing the size to 512x512 (This will look wrong in the image editor).
3rd save it nevertheless.
4th ingame it will be rescaled by the engine to 640x480 and everything is fine again
for the scoreboard message, better start a new thread because i have no idea about this...
BUT: you must 1st make a picture with 640x480 looking the way it ought to,
then 2nd when it is okay, change the proportions in your image editor changing the size to 512x512 (This will look wrong in the image editor).
3rd save it nevertheless.
4th ingame it will be rescaled by the engine to 640x480 and everything is fine again
for the scoreboard message, better start a new thread because i have no idea about this...
-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
Thanks for all your help, i got it the way i want it now
, thanks a lot! If you want you can check my mapping page http://www.tnt-mapping.cjb.net/
Rats!
Your map needs a special feature. How about a few rats running back and forth? Here is a rat prefab, if you want it--ha ha. It is a script_object with the targetname "rat1".
http://pages.sbcglobal.net/tltrude/Temp/Rat.zip

http://pages.sbcglobal.net/tltrude/Temp/Rat.zip

Last edited by tltrude on Sat Nov 29, 2003 7:48 pm, edited 1 time in total.
-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
this friday is a big test day and i am trying to fix a few things... now i cant see the scoreboard image anymore when i press tab !
. And ofcourse i will add coronas.. damn i totaly forgot about them i was sooooo busy
lolol. I will try this rat aswell, thanks so much in forward dude... Can anyone help me fixing the scoreboard image... it worked before... 
-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
script
You have to make a thread for it in your script, and a trigger_multiple in your map targetnamed "rat_trigger".
level waittill spawn
thread rat_mover // starts the thread
end
rat_mover:
$rat_trigger waittill trigger //waits untill a player touches the trigger
$rat1 speed 512 //grid units per second
$rat1 moveNorth 2000 //grid units
$rat1 waitmove
$rat1 rotateXup 180 //degrees
$rat1 move
wait 30
$rat1 moveSouth 2000 //grid units
$rat1 waitmove
$rat1 rotateXup 180 //degrees
$rat1 move
wait 30
goto rat_mover
end
It would probably look better to have holes at either end. This is just an example, as there are many ways of dong it--you can also use info_waypoints "$rat1 moveto $rat_way1".
level waittill spawn
thread rat_mover // starts the thread
end
rat_mover:
$rat_trigger waittill trigger //waits untill a player touches the trigger
$rat1 speed 512 //grid units per second
$rat1 moveNorth 2000 //grid units
$rat1 waitmove
$rat1 rotateXup 180 //degrees
$rat1 move
wait 30
$rat1 moveSouth 2000 //grid units
$rat1 waitmove
$rat1 rotateXup 180 //degrees
$rat1 move
wait 30
goto rat_mover
end
It would probably look better to have holes at either end. This is just an example, as there are many ways of dong it--you can also use info_waypoints "$rat1 moveto $rat_way1".
-
Trinitrotoluene
- Warrant Officer
- Posts: 135
- Joined: Sat Oct 18, 2003 7:01 pm
- Location: The Netherlands
- Contact:
where do i put this script? i am totaly new with scripting except for making loading screens... maybe you need my msn (janbarnas@hotmail.com)
