Adding Your Logo to the Menu: Difference between revisions
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Tip:When creating your logo, use the UnlitGeneric shader, do not generate mipmaps, and disable LOD.
mNo edit summary |
TomEdwards (talk | contribs) (nuh-uh. That's confusing, but required.) |
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Line 37: | Line 37: | ||
visible 1 | visible 1 | ||
enabled 1 | enabled 1 | ||
image logo/TF2_Logo | image ../logo/TF2_Logo | ||
scaleImage 1 | scaleImage 1 | ||
} | } | ||
} | } | ||
</source> | </source> | ||
The path of the <code>image</code> field is relative to <code>materials\'''vgui\'''</code>. As you can see in the example above, the TF2 logo is actually stored in <code>materials\logo\</code>! | |||
Do not include a file extension in the path. | |||
{{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, and disable LOD.}} | ||
[[Category:Modding]] | [[Category:Modding]] | ||
[[Category:Material System]] | [[Category:Material System]] |
Revision as of 08:08, 31 July 2009
Instead of displaying your mod's name as a string of characters, you can have a logo image. To do this:
- Add
gamelogo 1
to gameinfo.txt. - Create
\resource\GameLogo.res
with this template:
Resource/GameLogo.res
{
GameLogo
{
ControlName EditablePanel
fieldName GameLogo
xpos 0
ypos 0
zpos 50
wide 400
tall 100
autoResize 1
pinCorner 0
visible 1
enabled 1
offsetX -20
offsetY -15
}
Logo
{
ControlName ImagePanel
fieldName Logo
xpos 0
ypos 0
zpos 50
wide 400
tall 100
visible 1
enabled 1
image ../logo/TF2_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.
