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Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername
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Author Topic: Another minimap tale...
P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 476
Last: Jul 3, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 12:29 pm
So I got the itch again lately and reinstalled cod4. I rebuilt all of my test map game files from scratch, and everything was working except, of course, the minimap. It didn't show up at all. I do have the up-to-date patch installed.

After struggling and wonder why I even bothered to reinstall, the only way I got my minimap to show up was to put my 24 bit, uncompressed .TGA file in [root]\raw\materials. I was under the impression that files converted in the asset manager could be anywhere under the [root] folder, so long as their .GDT file was in [root]\source_data. Afterall, my loadscreen source image is in [root]\source_data\custom_images, and it worked just fine.

Anyhow, from the asset manager, the minimap was converted and saved with its own .GDT file in [root]\source_data.

(BTW, my test minimap was made from screen shots from the editor. I haven't been able to get the minimap script to do anything but float around on the X Y. But I can deal with that. Still trying different configurations for my minimap_corner script_origins. My setup before updating to the latest patch doesn't work now. >??<)

To summarize...

[root]\raw\materials --> *.tga (Source TGA image)
[root]\source_data --> *.gdt (Its own GDT file)

** Not really sure if having its own .GDT file actually made a difference. But that's the way I had it set up when the minimap finally showed up, so I left it that way. [lol]
illram
General Member
Since: Jan 22, 2008
Posts: 224
Last: Jul 4, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 01:58 pm
I never had an issue putting my .tgas in texture_assets, like it says in the wiki.
P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 476
Last: Jul 3, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 02:16 pm
illram writes...
Quote:
I never had an issue putting my .tgas in texture_assets, like it says in the wiki.

Where in the wiki?

Creating a custom minimap image

http://www.infinityward.com/wiki/index.php?title=Creating_a_custom_minimap_image

There's nothing on that page about using texture_assets directory. But it does mention saving in the materials directory. Are you talking about some other wiki tutorial for other custom images?
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 02:22 pm
Well, my tut does say to save your tga in the materials folder & my gdt is on its own in the texture assets...I was almost convinced to change the places of my files, but now Im glad I didnt...
P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 476
Last: Jul 3, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 02:26 pm
kmabigtime writes...
Quote:
Well, my tut does say to save your tga in the materials folder & my gdt is on its own in the texture assets...I was almost convinced to change the places of my files, but now Im glad I didnt...

So, maybe having its very own GDT file is the trick? Because I just quick made a texture_assets folder and deleted the old entry from raw\materials and converted from the new [root]\texture_assets folder, and it still worked.
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 02:32 pm
Well then, u may have figued out the universal question about the minimap[rocking]..So if mappers follow my tut it should work for them...& if they followed the other tut, they just have to redo there gdt & save it on its own in the texture assets folder...Lets all hope!!

edited on Apr. 22, 2008 02:33 pm by kmabigtime
illram
General Member
Since: Jan 22, 2008
Posts: 224
Last: Jul 4, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 04:00 pm
P.C.Invasion writes...
Quote:


There's nothing on that page about using texture_assets directory. But it does mention saving in the materials directory. Are you talking about some other wiki tutorial for other custom images?


Oops, meant Col Bilkos tut:

http://www.modsonline.com/Tutorials-read-460.html

P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 476
Last: Jul 3, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 23, 2008 01:48 am
illram writes...
Quote:
P.C.Invasion writes...
Quote:


There's nothing on that page about using texture_assets directory. But it does mention saving in the materials directory. Are you talking about some other wiki tutorial for other custom images?


Oops, meant Col Bilkos tut:

http://www.modsonline.com/Tutorials-read-460.html


[thumbs_up]
P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 476
Last: Jul 3, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Wednesday, Apr. 23, 2008 02:13 am
Well, I guess it can't hurt to have a unique GDT file for each minimap image. That's no big deal at all. [thumbs_up] I just made another minimap for a simple map for testing, and it worked for that one too.

Just to summarize again.

- I have the latest patch installed, v1.5

- Source .TGA minimap image is in a folder under [root]
[root] = Call of Duty 4 - Modern Warfare
(No spaces in the folder name)
Example: C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\texture_assets

- Convert and save a unique GDT file for each of your minimaps.
(Save the GDT file in [root]\source_data.)

I did get the actual minimap script to work, so I don't have to just use a modified screen shot from the editor. I ran my test maps from the customMaps mod and the minimap script thing finally worked. +set fs_game "Mods\customMaps"
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