Adding Your Logo to the Menu: Difference between revisions

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{{LanguageBar|title = Adding your logo to the menu}}
{{LanguageBar|title = Adding your logo to the menu}}


[[File:Gamelogo.jpg|thumb|TF2's logo (in the original version shown here) is 512x128px.]]
[[File:Gamelogo.jpg|thumb|TF2's logo (in the original version shown here) is 512x128px.]]
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xpos 0
xpos 0
ypos 0
ypos 0
zpos 50
zpos 0
wide 400
wide 256 // Right - left
tall 100
tall 128 // Bottom - top
autoResize 1
autoResize 1
pinCorner 0
pinCorner 0
visible 1
visible 1
enabled 1
enabled 1
offsetX -20
offsetX 0 // X-axis position
offsetY -15
offsetY 0 // Y-axis position
}
}


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ControlName ImagePanel
ControlName ImagePanel
fieldName Logo
fieldName Logo
xpos 0
xpos 0   // -Left
ypos 0
ypos -64 // -Top
zpos 50
zpos 0
wide 400
wide 256 // Scaled VTF width
tall 100
tall 256 // Scaled VTF height
visible 1
visible 1
enabled 1
enabled 1
image ../logo/TF2_Logo
image ui_logo
scaleImage 1
scaleImage 1
}
}
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{{tip|Removing your text from the gameinfo.txt under the name '''title''' will remove the font title and will only provide the logo.}}
{{tip|Removing your text from the gameinfo.txt under the name '''title''' will remove the font title and will only provide the logo.}}


{{tip|When [[Creating a Material|creating your logo]], use the [[UnlitGeneric]] shader, do not generate mipmaps, and disable LOD.}}
{{tip|When [[Creating a Material|creating your logo]], use the [[UnlitGeneric]] shader, do not generate mipmaps for the texture, and disable LOD.}}


{{tip|If your game logo has an alpha channel (transparency) then add <code>"$alphatest" "1"</code> to your game logo's .vmt otherwise it'll look opaque in game.}}
{{tip|If your game logo has an alpha channel (transparency) then add <code>"$alphatest" "1"</code> to your game logo's .vmt otherwise it'll look opaque in-game.}}




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* GameLogo width and height seems to define the "bitmap size" the logo is drawn on
* GameLogo width and height seems to define the "bitmap size" the logo is drawn on
* Logo width and height seems to define the actual draw size of the logo.
* Logo width and height seems to define the actual draw size of the logo.
* GameLogo xpos and ypos doesn't seem to do anything.
* GameLogo xpos and ypos doesn't seem to do anything.
* GameLogo offsetX and offsetY will move the "bitmap" around.
* GameLogo offsetX and offsetY will move the "bitmap" around.
* Logo xpos and ypos seems to set the topleft position of the logo being drawn in the bitmap.
* Logo xpos and ypos seems to set the topleft position of the logo being drawn in the bitmap.
* The drawn logo has its bottom aligned to the top of the menu items, when offset X and offset Y are 0. Applying the offsets will move it around.
* The logo doesn't scale with the UI. The GameLogo/wide and tall measures are in absolute pixels, as well as offsetX and offsetY.


So if Logo width/height is larger than GameLogo width/height, the image will be cropped. Negative values let you crop the top and left of the logo. With the width and height of GameLogo, you could crop the right and bottom.
So if Logo width/height is larger than GameLogo width/height, the image will be cropped. Negative values let you crop the top and left of the logo. With the width and height of GameLogo, you could crop the right and bottom.


The idea here is to create your logo inside a vtf, which needs to follow the vtf aspect ratio and size rules. Then you use Logo width and height to scale the vtf, and GameLogo to crop it how you want it.
The idea here is to create your logo inside a VTF, which needs to follow the VTF aspect ratio and size rules. Then you use Logo width and height to scale the VTF, and GameLogo to crop it how you want it.


[[Category:Modding]]
[[Category:Modding]]
[[Category:Material System]]
[[Category:Material System]]

Latest revision as of 06:06, 9 August 2025

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TF2's logo (in the original version shown here) is 512x128px.

Instead of displaying your mod's name as a string of characters, you can have a logo image. To do this:

  1. Add gamelogo 1 to the top of gameinfo.txt (same block as game, type, etc.).
  2. Create <mod>\resource\GameLogo.res, a text file, with this template:
Resource/GameLogo.res
{
	GameLogo
	{
		ControlName	EditablePanel
		fieldName	GameLogo
		xpos		0
		ypos		0
		zpos		0
		wide		256 // Right - left
		tall		128 // Bottom - top
		autoResize	1
		pinCorner	0
		visible		1
		enabled		1
		offsetX		0 // X-axis position
		offsetY		0 // Y-axis position
	}

	Logo
	{
		ControlName	ImagePanel
		fieldName	Logo
		xpos		0   // -Left
		ypos		-64 // -Top
		zpos		0
		wide		256 // Scaled VTF width
		tall		256 // Scaled VTF height
		visible		1
		enabled		1
		image		ui_logo
		scaleImage	1		
	}
}

The path of the image field is relative to materials\vgui\. As you can see in the example above, the TF2 logo is actually stored in materials\logo\!

Do not include a file extension in the path.

Tip.pngTip:Removing your text from the gameinfo.txt under the name title will remove the font title and will only provide the logo.
Tip.pngTip:When creating your logo, use the UnlitGeneric shader, do not generate mipmaps for the texture, and disable LOD.
Tip.pngTip:If your game logo has an alpha channel (transparency) then add "$alphatest" "1" to your game logo's .vmt otherwise it'll look opaque in-game.


Draft of some documentation:

  • GameLogo width and height seems to define the "bitmap size" the logo is drawn on
  • Logo width and height seems to define the actual draw size of the logo.
  • GameLogo xpos and ypos doesn't seem to do anything.
  • GameLogo offsetX and offsetY will move the "bitmap" around.
  • Logo xpos and ypos seems to set the topleft position of the logo being drawn in the bitmap.
  • The drawn logo has its bottom aligned to the top of the menu items, when offset X and offset Y are 0. Applying the offsets will move it around.
  • The logo doesn't scale with the UI. The GameLogo/wide and tall measures are in absolute pixels, as well as offsetX and offsetY.

So if Logo width/height is larger than GameLogo width/height, the image will be cropped. Negative values let you crop the top and left of the logo. With the width and height of GameLogo, you could crop the right and bottom.

The idea here is to create your logo inside a VTF, which needs to follow the VTF aspect ratio and size rules. Then you use Logo width and height to scale the VTF, and GameLogo to crop it how you want it.