DODS/Creating the Mini-Map: Difference between revisions
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(Created page with '==Creating the Mini-Map== To create a map overview, follow these steps: #Load your map with <code>sv_cheats 1</code> #Join a team #Disable any fog with <code>[[fog_override]…') |
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===My overview is missing bits of my map!=== | ===My overview is missing bits of my map!=== | ||
The overview tool attempts to intelligently remove portions of the map that are not wanted on an overview: roofs, inaccessible areas, and so on. However, it is not perfect. | The overview tool attempts to intelligently remove portions of the map that are not wanted on an overview: roofs, inaccessible areas, and so on. However, it is not perfect. | ||
Sometimes it also depends on what roof is your character on before cl_leveloverview command. Try to do various screens by moving on different roof before using cl_leveloverview. | |||
''Required: how to get round these issues'' | ''Required: how to get round these issues'' |
Revision as of 07:30, 19 August 2010
Creating the Mini-Map
To create a map overview, follow these steps:
- Load your map with
sv_cheats 1
- Join a team
- Disable any fog with
fog_override 1
- Switch to the overhead view with
cl_leveloverview X
, where X is the scale factor you wish to use - Walk around (use
noclip
or change the scale factor if needs be) until the entire map is on the screen - Hide the game interface with
cl_drawhud 0
- Take your screenshot, ideally in TGA format
- Note down the most recent position information displayed in the console
- Create a VTF from your screenshot (see Creating a Material)
- Due to the way in which mini-maps are displayed, transparency is generally something to avoid.
- You can find a generic background image for your mini-map on the Day of Defeat forums. [1]
- Create a VMT for your new texture (see below for code)
- Do not include the
.bsp
extension in$basetexture
when creating the VMT - Ensure both files have the same name as your map, again without the
.bsp
extension
- Do not include the
- Place both the VTF and VMT in the
dod/materials/overviews/
folder - Create an overview file in
dod/resource/overviews
(see below for code)- The file should be called
mapname.txt
- The file should be called
- Load the map and ensure that the overview is working
You may wish to use BSPZIP to embed the files you created in your BSP.
VMT code
"UnlitGeneric" { "$basetexture" "overviews/mapname" "$vertexcolor" "1" "$vertexalpha" "1" "$no_fullbright" "1" "$ignorez" "1" }
Do not include the .bsp
extension in $basetexture
!
Overview definition code
"mapname" { "material" "overviews/mapname" "pos_x" "Your position data" "pos_y" "Your position data" "scale" "Your scale" "rotate" "0" "zoom" "1" }
- Do not include the
.bsp
extension for mapname! - Fill in
pos_x
,pos_y
, andscale
from the console message you noted down.
My overview is missing bits of my map!
The overview tool attempts to intelligently remove portions of the map that are not wanted on an overview: roofs, inaccessible areas, and so on. However, it is not perfect.
Sometimes it also depends on what roof is your character on before cl_leveloverview command. Try to do various screens by moving on different roof before using cl_leveloverview.
Required: how to get round these issues