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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Minimap... why is it so frustrating to make?
Kegaro
General Member
Since: Feb 7, 2008
Posts: 63
Last: May 27, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 5, 2009 02:38 am
I am a little tick at the moment because I am now on day 2 of trying to get this minimap to work properly. I have tried every minimap tutorial I can get my hands on but none of them seem to work for me.

I am able to get my screenshot, then I open it in photoshop. I cut out the area inside the white box and resize it to 512 x 512 pixels. I have done this several times. I have tried saving it to the Texture_Assets folder I created, like it says to do in some of the tutorials, I have also saved it to the raw/materials folder like it says to do in others. I save it as a 24bit .tga file. I then open AssMan, and you gotta love that acronym, because that's what I feel like at this point. The last tutorial I tried (going off this post here) says to first goto file open and open the levels.gdt file in source_data. Which when I do so shows me two entries: mp_unit_test and sp_unit_test.
*I then scroll down and select material and hit New Entry.
*I put in compass_map_mp_mapname.
*Then change the materialType to 2D.
*I change surfaceType to none.
*Then I goto Color Map and browse to my .tga file and open it.
*I change tile both* to no tile.
*I change mip standard to nomip bilinear.
*Then I put a tick in nopicmip.
*I then do a file save as and point it to my texture_assets folder, saving the file as compass_map_mp_mapname.
*Then I goto PC Convert and convert current file only.

Code:
ERROR: 'mp_unit_test' in 'texture_assets/compass_map_mp_cqcwarehouse.gdt' and 's ource_data/levels.gdt' is a duplicate aborting....  
ERROR: 'sp_unit_test' in 'texture_assets/compass_map_mp_cqcwarehouse.gdt' and 's ource_data/levels.gdt' is a duplicate 
Converting 1 assets, reason: 'asset out of date' 
Converting 'compass_map_mp_cqcwarehouse' (material 2 of 1)...  
ERROR: 'mp_unit_test' in 'texture_assets/compass_map_mp_cqcwarehouse.gdt' and 's ource_data/levels.gdt' is a duplicate aborting....  
ERROR: 'sp_unit_test' in 'texture_assets/compass_map_mp_cqcwarehouse.gdt' and 's ource_data/levels.gdt' is a duplicate 
Converting 1 assets, reason: 'asset out of date' 
Converting 'compass_map_mp_cqcwarehouse' (material 2 of 1)...   
Conversion failed with 4 errors. Hit key to continue.


I dont understand why I am getting an error on the mp_unit_test and sp_unit_test and why its saying the asset is out of date.

Can someone please... for the love of God... lend me a helping hand with this.


edited on Mar. 4, 2009 09:42 pm by Kegaro
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Kegaro
General Member
Since: Feb 7, 2008
Posts: 63
Last: May 27, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 5, 2009 03:27 am
I have also added the lines:

maps\mp\_compass::setupMiniMap("compass_map_mp_mapname");
setdvar("compassmaxrange","2000");

to my .gsc file.

I have also added the line:

materials,compass_map_mp_mapname

to my .csv file.
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Kegaro
General Member
Since: Feb 7, 2008
Posts: 63
Last: May 27, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 5, 2009 03:37 pm
Anyone?

Some pointers?

Some tips?

Bueller?

Bueller?

?...
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Evil_Elf
General Member
Since: Nov 20, 2008
Posts: 161
Last: Mar 10, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 5, 2009 05:17 pm
ummm ya

Its not as easy as it looks from the tut
see my troubles

http://www.modsonline.com/Forums-top-96555.html

http://www.modsonline.com/Forums-top-97670.html

Finally got it to work but....

Know I getting the same errors as you when trying to make the load screen

http://www.modsonline.com/Forums-top-97760.html

It would be nice if some experienced mapper would go through each Tutorials and see what they could improve on and make one step by step with some pics as well
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 5, 2009 05:55 pm
to get the minimap to load you have to create your art file

go to this directory
C:\Program Files\Activision\Call of Duty - World at War\raw\maps\mp\createart

and make a new .txt file in there and rename it to mp_YOURMAPNAME_art.gsc

and copy & paste this inside it

Quote:

//_createart generated. modify at your own risk. Changing values should be fine.
main()
{

level.tweakfile = true;

// *Fog section*

setdvar("scr_fog_exp_halfplane", "1028");
setdvar("scr_fog_exp_halfheight", "1360");
setdvar("scr_fog_nearplane", "512");
setdvar("scr_fog_red", "0.3828");
setdvar("scr_fog_green", "0.445");
setdvar("scr_fog_blue", "0.5859");
setdvar("scr_fog_baseheight", "-448");


setdvar("visionstore_glowTweakEnable", "1");
setdvar("visionstore_glowTweakRadius0", "1.25");
setdvar("visionstore_glowTweakBloomCutoff", "0.17");
setdvar("visionstore_glowTweakBloomDesaturation", "0.27");
setdvar("visionstore_glowTweakBloomIntensity0", "0.88");
setdvar("visionstore_glowTweakSkyBleedIntensity0", "0.29");
setdvar("visionstore_glowRayExpansion", ".5");
setdvar("visionstore_glowRayIntensity", "0.25");
setdvar("visionstore_filmEnable", "1");
setdvar("visionstore_filmContrast", "1.2");
setdvar("visionstore_filmBrightness", "0.16");
setdvar("visionstore_filmDesaturation", "0");

setdvar("visionstore_filmInvert", "0");
setdvar("visionstore_filmLightTint", "1.37 1.6 1.2");
setdvar("visionstore_filmDarkTint", "0.44 0.15 0.24");




setVolFog(0, 4000, 1400, -450, 0.72, 0.76, 0.96, 0);
// SetCullDist( 7000 );
// VisionSetNaked( "mp_yourmapname", 0 );

}

// setVolFog(, , , , , , , )



then save it

Then add this line to your mp_yourmapname.csv inside your root/zonesource folder

Quote:
rawfile,maps/mp/createart/mp_yourmapname_art.gsc


And finally add this line to your mp_yourmapname.gsc file in raw/maps/mp folder

Quote:
maps\mp\createart\mp_yourmapname_art::main();


And then it should work if done correctly!

gd luck

edited on Mar. 5, 2009 12:56 pm by Hercules
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Kegaro
General Member
Since: Feb 7, 2008
Posts: 63
Last: May 27, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Friday, Mar. 6, 2009 01:43 am
Hercules...

I gave that a shot, but alas it still doesn't work...

Here is what I currently have in my mp_cqcwarhouse_art.gsc:

folder path (E:\Call of Duty - World at War\raw\maps\mp\createart)

==========================================
//_createart generated. modify at your own risk. Changing values should be fine.
main()
{

level.tweakfile = true;

// *Fog section*

setdvar("scr_fog_exp_halfplane", "1028");
setdvar("scr_fog_exp_halfheight", "1360");
setdvar("scr_fog_nearplane", "512");
setdvar("scr_fog_red", "0.3828");
setdvar("scr_fog_green", "0.445");
setdvar("scr_fog_blue", "0.5859");
setdvar("scr_fog_baseheight", "-448");

setdvar("visionstore_glowTweakEnable", "1");
setdvar("visionstore_glowTweakRadius0", "1.25");
setdvar("visionstore_glowTweakBloomCutoff", "0.17");
setdvar("visionstore_glowTweakBloomDesaturation", "0.27");
setdvar("visionstore_glowTweakBloomIntensity0", "0.88");
setdvar("visionstore_glowTweakSkyBleedIntensity0", "0.29");
setdvar("visionstore_glowRayExpansion", ".5");
setdvar("visionstore_glowRayIntensity", "0.25");
setdvar("visionstore_filmEnable", "1");
setdvar("visionstore_filmContrast", "1.2");
setdvar("visionstore_filmBrightness", "0.16");
setdvar("visionstore_filmDesaturation", "0");

setdvar("visionstore_filmInvert", "0");
setdvar("visionstore_filmLightTint", "1.37 1.6 1.2");
setdvar("visionstore_filmDarkTint", "0.44 0.15 0.24");


setVolFog(0, 4000, 1400, -450, 0.72, 0.76, 0.96, 0);
// SetCullDist( 7000 );
// VisionSetNaked( "mp_cqcwarehouse", 0 );

}

// setVolFog(, , , , , , , )

==========================================

It added a nice little haze effect to my map, but didn't help with the minimap


----------------------------------------------------------------------------

Here is what I currently have in my mp_cqcwarehouse.csv

folder path (E:\Call of Duty - World at War\zone_source)


==========================================
// NOTE: If you add a comment, put a space after the double forward slash or you will get issues
col_map_mp,maps/mp/mp_cqcwarehouse.d3dbsp
rawfile,maps/mp/mp_cqcwarehouse.gsc
rawfile,maps/mp/createart/mp_cqcwarehouse_art.gsc
impactfx,mp_cqcwarehouse
sound,common,mp_cqcwarehouse,!all_mp
sound,generic,mp_cqcwarehouse,!all_mp
sound,voiceovers,mp_cqcwarehouse,!all_mp
sound,multiplayer,mp_cqcwarehouse,!all_mp
character,char_usa_raider_player_rifle
character,char_usa_raider_player_cqb
character,char_usa_raider_player_assault
character,char_usa_raider_player_lmg
character,char_usa_raider_player_smg
character,char_jap_impinf_player_smg
character,char_jap_impinf_player_rifle
character,char_jap_impinf_player_lmg
character,char_jap_impinf_player_cqb
character,char_jap_impinf_player_assault
materials,compass_map_mp_cqcwarehouse
==========================================

Here is what I currently have in my mp_cqcwarehouse.gsc

folder path (E:\Call of Duty - World at War\raw\maps\mp)


==========================================
main()
{

maps\mp\_load::main();

maps\mp\createart\mp_cqcwarehouse_art::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_cqcwarehouse");
setdvar("compassmaxrange","2000");

// If the team nationalites change in this file,
// you must update the team nationality in the level's csc file as well!

game["allies"] = "marines";
game["axis"] = "japanese";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "pacific";
game["axis_soldiertype"] = "pacific";

// enable new spawning system
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);

}
==========================================

Anything in those files jump out at anyone as being wrong or incorrect?
After adding these to files and lines of code I recompiled my map and I did see an error about "warning : bad materials". But the compile finished and said it was successful.


edited on Mar. 5, 2009 08:44 pm by Kegaro
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*UWS*ThisGuy
General Member
Since: Jul 31, 2008
Posts: 215
Last: Jan 8, 2012
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Friday, Mar. 6, 2009 01:58 am
Just a suggestion...When in assman, and when saving the file...save it in the source data. Then try and convert it and see if that works.

Its the only thing I see different from what I was doing.

Hope it works!! [biggrin]
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Kegaro
General Member
Since: Feb 7, 2008
Posts: 63
Last: May 27, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Friday, Mar. 6, 2009 02:22 am
*UWS*ThisGuy writes...
Quote:
Just a suggestion...When in assman, and when saving the file...save it in the source data. Then try and convert it and see if that works.

Its the only thing I see different from what I was doing.

Hope it works!! [biggrin]


Ok, heres the million dollar question. When you go to create the compass_map in assman, do you have to open the levels.gdt first?
Because whenever I do that I get errors when I goto convert.

I tried what you said. I made a new .gdt file (without opening levels.gdt first) and saved it in source_data. Then I closed assman, I reopened it and did a file open pointing to my newly created compass .gdt file. I then did the pc convert. and got this.

Code:
Converting 1 assets, reason: 'asset out of date' 
Converting 'compass_map_mp_cqcwarehouse' (material 2 of 1)... 
Converting 1 assets, reason: 'asset out of date' 
Converting 'compass_map_mp_cqcwarehouse' (material 2 of 1)...   

Conversion done. Hit key to continue.


edited on Mar. 5, 2009 09:23 pm by Kegaro
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*UWS*ThisGuy
General Member
Since: Jul 31, 2008
Posts: 215
Last: Jan 8, 2012
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Friday, Mar. 6, 2009 02:26 am
check in root/raw/images and see if it created a compass_map_mp_cqcwarehouse.iwi
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Kegaro
General Member
Since: Feb 7, 2008
Posts: 63
Last: May 27, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Friday, Mar. 6, 2009 02:36 am
I did a search on *mp_cqcwarehouse* and these are all the files it found within those parameters.

And yes that file is there.

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