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custom loading screen
Posted: Fri Dec 05, 2003 3:01 pm
by divaid
hey, I took a screenshot of my map and I want it for my loading screen. I followed a tutorial of nemesis but what I get is when i load my map, you just see a white picture. help?
Posted: Fri Dec 05, 2003 3:38 pm
by Krane
Posted: Fri Dec 05, 2003 5:10 pm
by divaid
okay that is just too not clear for me. I uploaded my picture that I want to be as my loading screen on my site. Can you make my loading screen

? it's the first pic (omaha)
www.geocities.com/daviddeman2003/lapzwans
Posted: Tue Dec 09, 2003 2:44 am
by omniscient
the nemisis tut looks fine to me, wh dont u post ur script files and we'll look to see whats wrong.
Posted: Tue Dec 09, 2003 11:01 am
by divaid
okay thanks for the reply
omaha.shader:
omaha
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/omaha_loading.tga
blendfunc gl_one_minus_src_alpha gl_src_alpha
}
}
loading_omaha.urc:
menu "obj/omaha" 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 "omaha"
}
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 "Omaha Beach, near Vierville."
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.
Posted: Tue Dec 09, 2003 4:56 pm
by wacko
okay, in your pk3, check that:
omaha.shader is in /scripts
loading_omaha.urc is in /ui
omaha_loading.tga is in /textures/mohmenu/dmloading
Check Pantera's post again:
Do u use a Targa image? With the shader u are using, a Jpeg won't work. Or delete those green lines (as stated) when using a jpg - which is smaller anyway.
Posted: Tue Dec 09, 2003 5:46 pm
by divaid
yep did it all correctly. Only I my map dmloading is named objloading because it is an objective typed map. offcourse I set it all to match this objloading (in the scripts)
Posted: Tue Dec 09, 2003 7:50 pm
by wacko
in omaha.shader (line 12) it's 'dmloading'

Posted: Tue Dec 09, 2003 7:51 pm
by Gen Cobra
Well sometimes this can be the problem. When you saved the image you might have mistakenly not saved it as a 32 tga and instead just saved it as a 24 bit tga. And for some reason it says dmloading in your shader.
Posted: Tue Dec 09, 2003 8:02 pm
by wacko
The General is right, this would cause a non working image. To be sure, why not convert your image to Jpeg, save it as omaha_loading.jpg where the tga is and change your omaha.shader to
Code: Select all
omaha
{
nomipmaps
nopicmip
cull none
surfaceparm nolightmap
{
clampMap textures/mohmenu/objloading/omaha_loading.tga
}
}
calling the image 'omaha_loading.tga' is fine, even when using a jpg!
This way u could exclude one potential error and it would look quite the same.
Posted: Wed Dec 10, 2003 12:51 am
by omniscient
um, dont u use dm loading even when its an obj?
Posted: Wed Dec 10, 2003 10:03 am
by wacko
divaid wrote:Only I my map dmloading is named objloading
then divaid wrote:um, dont u use dm loading even when its an obj?
so, what is it, what u did???
anyway, I would always use 'dmloading'. But the only important thing is that u use the SAME folder name in the shader and in the pk3, else the shader will obviously not find the texture.
If u put omaha_loading.tga in textures/mohmenu/dmloading, u must use
clampMap textures/mohmenu/dmloading/omaha_loading.tga in the shader
d/l
http://www.decalattack.com/moh/omaha.pk3, put ur map omaha.bsp in the folder maps/obj and try to start the map.
Posted: Wed Dec 10, 2003 1:27 pm
by divaid
thanks, I will take a look

Posted: Wed Dec 10, 2003 4:36 pm
by Gen Cobra
Yeha it is all about the paths. It doesnt need to be in mohmenu/demloading it could be in my_loadscreen/my_loadscreen.
Posted: Thu Dec 11, 2003 1:19 am
by omniscient
i said dmloading, not him lol.