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.
Tip:When creating your logo, use the UnlitGeneric shader, do not generate mipmaps, and disable LOD.
		
	
| TomEdwards (talk | contribs)  (clarified where "gamelogo 1" goes) | TomEdwards (talk | contribs)  mNo edit summary | ||
| Line 7: | Line 7: | ||
| # Add <code>gamelogo 1</code> to the top of [[gameinfo.txt]] (same block as <code>game</code>, <code>type</code>, etc.). | # Add <code>gamelogo 1</code> to the top of [[gameinfo.txt]] (same block as <code>game</code>, <code>type</code>, etc.). | ||
| # Create <code>\resource\GameLogo.res</code> with this template: | # Create <code>\resource\GameLogo.res</code>, a text file, with this template: | ||
| <source lang=ini> | <source lang=ini> | ||
Revision as of 13:46, 5 March 2010
Instead of displaying your mod's name as a string of characters, you can have a logo image. To do this:
- Add gamelogo 1to the top of gameinfo.txt (same block asgame,type, etc.).
- Create \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.
 Tip:When creating your logo, use the UnlitGeneric shader, do not generate mipmaps, and disable LOD.
Tip:When creating your logo, use the UnlitGeneric shader, do not generate mipmaps, and disable LOD.