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Only 1 hemp more, Loading Image... i dont apear
Posted: Fri Dec 20, 2002 10:19 am
by x-Rasta
I make a *.URC and .Shader files put the TGA in the correct folder and the others files too, but, when the map are loading With Pk3 mode no in compilling, only a see the Title of NAME MAP, but no the Image *.TGA, some one can help me with this???
Thanks for last Helps, im finish my first map and i love it
Thanks again, nice people in this forum.
x-Rasta
suggestion
Posted: Fri Dec 20, 2002 1:32 pm
by Shifty
Have u cropped it to 512*512?
Posted: Fri Dec 20, 2002 3:49 pm
by Innkeeper
I suggest using a '.jpg' for your loading screen. It's a smaller file size and it doen't have the tendancy to load upside down. Also I found that it is best to elliminate the following line in your shader:
Code: Select all
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
make it look like:
Code: Select all
tutorial
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
clampMap textures/mohmenu/dmloading/tutorial.jpg
}
}
My map is called "Tutorial", it is to be included with a colection of tutorials I am working on. And yes the '.jpg' should be 512*512
Posted: Fri Dec 20, 2002 6:58 pm
by Guest
i chanhe my TGA for JPG and erace this line, but nothing again, my picture is in 512 x 512 no mask, in 24 bits color like all loading Pictures, but nothing only i see the withe screem and the name of my map, but no the picture
please someone help me
thanks for all
Posted: Fri Dec 20, 2002 7:35 pm
by Innkeeper
Hmmm... If your '.shader' and your '.jpg' have your map's name, hmmm..., and they are all in the proper folders, hmmm...
Maybe check that the shader is called correctly in the '.urc'
Code: Select all
resource
Label
{
name "Default"
rect 104 36 430 332
fgcolor 1.00 1.00 1.00 1.00
bgcolor 1.00 1.00 1.00 0.00
borderstyle "NONE"
shader "tutorial"
}
and that the extension is correct in your shader file.
The console may give imformation if it can't find the picture.
Also check that the resource for your picture, in the in the '.urc', is in the proper order. Meaning, the engine processes the resources in the order that they are in the file. Spearhead uses a much cleaner way than AA. It uses just one background picture, then the map's photo, then the photo border, then the sepia overlay and then the text.
Posted: Sun Dec 22, 2002 4:21 am
by Guest
GOT YOUR ANSWER RIGHT HERE.........
OK, struggled with this forEVER myself, and just jerkin' around and fixed it!
Ok...in my file there was a line:
map $whitemap.....etc..
REPLACE that with this:
map textures/mohmenu/dmloading/yourmappicname.tga
You should have the file path in 2 (two) places....where it has 'map...' and after the 'clamp map...' text. Here's my script....
MP_TractorWorks_DM
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map textures/mohmenu/dmloading/MP_TractorWorks_DM.tga
}
{
clampMap textures/mohmenu/dmloading/MP_TractorWorks_DM.tga
blendfunc gl_one_minus_src_alpha gl_src_alpha
}
}
Don't know why I thought to toy with that line, but hell, it worked!!!!!! I'm so thrilled! Of course, it's AFTER I sent a couple guys the Beta without it working! DOH!
Posted: Sun Dec 22, 2002 4:24 am
by Slyk
I'M THE DAMN GUEST for the above answer............ keep forgetting to Login.... btw admins, it never saves my data to auto-login.... anyone else with that issue? I have 'cookies' enable also.