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no working loading screen

Posted: Tue Aug 17, 2004 4:49 pm
by dr shenker
i have a problem whit my loading screen i got the script from blue60007 and i don't know what's the mistake

here are the 2 scripts that i've used for my map

this is the one in the scripts folder:
mymapname
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures\mohmenu\dmloading\The-Real-DM.jpg
}
}

and this is the one in the ui folder

menu "dm/The-Real-DM" 640 481 NONE 0 //shader, needs changing
bgcolor 0 0 0 1
borderstyle NONE
bgfill 0 0 0 1
fullscreen 1
//vidmode 3
virtualres 1
postinclude ui/loadingbar.txt //loading bar
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 "The-Real-DM" ///needs changing
}
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: \n -^IW^-dr shenker" //puts text under picture, '\n' makes a new
line, needs changing
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
}
end.

i've put the jpg in the texures/mohmenu/dmloading

help is very mutch appeciated

Posted: Tue Aug 17, 2004 4:50 pm
by dr shenker
if i need any more script please tell me

btw: it's a DM

Posted: Tue Aug 17, 2004 8:28 pm
by hogleg
Not sure I can be much help cause I struggled with my LS.
Have u read this:
/forum/viewtopic.php?t=1545
:wink:

Think u need to get rid of this (map $whiteimage ) and (force32bit
)cause ur using a jpg.

Posted: Tue Aug 17, 2004 10:27 pm
by dr shenker
thank you for the info but i still didn't worked

Posted: Tue Aug 17, 2004 11:18 pm
by G3mInI
Remove this from your shader statement in the scripts folder make sure you remove those two curly brackets also...

{
map $whiteimage
}


You are using a jpg and not a tga with an alpha channel. Since there is no alpha channel when it maps the whiteimage it will cover your whole picture. Just get rid of it and you should see the picture just fine.

G3mInI

Posted: Tue Aug 17, 2004 11:35 pm
by dr shenker
i always see that normal pic (a couple army guys)

i don't see a white thing

Posted: Wed Aug 18, 2004 2:19 am
by G3mInI
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" ///needs changing


see this section ??? where it says needs changing.. this is where u put the name of your shader file. I dont know what your shader file is called but lets say the name of the file was mymap.shader.

Then that section would read like this:


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 mymap


also you need to change this to correctly point to your file:


menu "dm/The-Real-DM" 640 481 NONE 0 //shader, needs changing


the reason they put comments in there is to tell you that you need to change these names according to what you have.

G3mInI

Posted: Wed Aug 18, 2004 6:20 pm
by dr shenker
hello

i've used the loadingscreen scripts on Nemsis his site but my loading screen still doesn't work, i always get the normal(whit those soldiers) loading screen
==>>this is the *.scr file that i've putted in the scripts folder

Code: Select all

// The-Real-DM
// ARCHITECTURE: -^IW^-dr shenker
// SCRIPTING: -^IW^-dr shenker 
main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "DIE" 
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "none"


level waitTill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr

level.script = scripts/The-Real-DM.scr
level waittill spawn

end
==>>this is the*.shader file that I've put in the scripts folder

Code: Select all

The-Real-DM
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/testload.tga
blendfunc gl_one_minus_src_alpha gl_src_alpha
}
}
==>>this is the *.urc file that I've put in the ui folder

Code: Select all

menu "dm/The-Real-DM" 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.

i've now used a *.tga file

and the name of the map is The-Real-DM

Please help me i appreciate all the help i've had from you guys but it just doesn't seems to work

Posted: Wed Aug 18, 2004 7:05 pm
by hogleg
Since ur using a tga now did u:
1/save it as 32bit tga
2/resize it 512x512
3/create a alpha layer

Maybe u can get something out of this:
/forum/viewtopic.php?p=62519&highlight=#62519

level.script

Posted: Wed Aug 18, 2004 7:10 pm
by tltrude
Your map's script does not go in the "scripts" folder--that folder is for shader files. It should be in the "dm" folder where your bsp file is.

level.script = maps/dm/The-Real-DM.scr

Also, make sure your .urc file is in the "main/ui" folder and is named "loading_The-Real_DM.urc".

BTW, I don't normally use capital letters in the names of files--one file always ends up without them and the game can't find it (case sensitive).

Posted: Wed Aug 18, 2004 9:26 pm
by dr shenker
ooh i didn't knew that

thanks tom

Posted: Thu Aug 19, 2004 10:18 am
by dr shenker
hogleg wrote:Since ur using a tga now did u:
1/save it as 32bit tga
2/resize it 512x512
3/create a alpha layer

Maybe u can get something out of this:
/forum/viewtopic.php?p=62519&highlight=#62519
i did the first 2 things but how do i create an Alpha layer with "Adobe Photoshop Elements 2.0"??

Posted: Thu Aug 19, 2004 10:20 am
by jv_map
I think it's called window->show channels, then click the button to make a new channel :)

Posted: Thu Aug 19, 2004 11:32 am
by dr shenker
nope, i can't fin d anything whit channels :roll:

Posted: Thu Aug 19, 2004 11:39 am
by G3mInI
Like I said earlier, you can use a .jpg just as easily. And if you're not familiar with alpha channels then I suggest you do use a jpg.

When using a jpg instead of a tga with alpha you MUST change your shader file to read like this:

Code: Select all

The-Real-DM 
{ 
nomipmaps 
nopicmip 
cull none 
force32bit 
surfaceparm nolightmap 
{ 
clampMap textures/mohmenu/dmloading/testload.tga 
blendfunc gl_one_minus_src_alpha gl_src_alpha 
} 
} 

By removing the map whiteimage statement u can use jpg's.

G3mInI