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] |
|
|
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Converting 1 assets, reason: 'asset out of date'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Converting 1 assets, reason: 'asset out of date'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 |
|
|
|
Kegaro |
|
General Member Since: Feb 7, 2008 Posts: 63 Last: May 27, 2011 [view latest posts] |
|
|
|
Kegaro |
|
General Member Since: Feb 7, 2008 Posts: 63 Last: May 27, 2011 [view latest posts] |
|
|
|
Evil_Elf |
General Member Since: Nov 20, 2008 Posts: 161 Last: Mar 10, 2009 [view latest posts] |
|
|
|
Hercules |
|
General Member Since: Jan 23, 2005 Posts: 775 Last: Apr 26, 2011 [view latest posts] |
|
|
|
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 |
|
|
|
Kegaro |
|
General Member Since: Feb 7, 2008 Posts: 63 Last: May 27, 2011 [view latest posts] |
|
|
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 |
|
|
|
*UWS*ThisGuy |
General Member Since: Jul 31, 2008 Posts: 215 Last: Jan 8, 2012 [view latest posts] |
|
|
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!! |
|
|
|
Kegaro |
|
General Member Since: Feb 7, 2008 Posts: 63 Last: May 27, 2011 [view latest posts] |
|
|
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!!
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 |
|
|
|
*UWS*ThisGuy |
General Member Since: Jul 31, 2008 Posts: 215 Last: Jan 8, 2012 [view latest posts] |
|
|
|
Kegaro |
|
General Member Since: Feb 7, 2008 Posts: 63 Last: May 27, 2011 [view latest posts] |
|
|
|