Adding Your Logo to the Menu: Difference between revisions
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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:When creating your logo, use the UnlitGeneric shader, do not generate mipmaps, and disable LOD.
Tip:If your game logo has an alpha channel (transparency) then add
Dr. Orange (talk | contribs) |
m (Added a tip that mentions to add alphatest to your logo's .vmt if you have an alpha channel) |
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{{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.}} | ||
{{tip|If your game logo has an alpha channel (transparency) then add <code>"$alphatest" "1"</code> to you game logo's .vmt otherwise it'll look opaque in game.}} | |||
[[Category:Modding]] | [[Category:Modding]] | ||
[[Category:Material System]] | [[Category:Material System]] |
Revision as of 14:11, 8 January 2020
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 the top of gameinfo.txt (same block asgame
,type
, etc.). - Create
<mod>\resource\GameLogo.res
, a text file, 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.



"$alphatest" "1"
to you game logo's .vmt otherwise it'll look opaque in game.