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
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{{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.}} | ||
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. | |||
So if Logo width/height is larger than GameLogo width/height, the image will be cropped. | |||
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]] |
Revision as of 16:20, 6 August 2025
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 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.
So if Logo width/height is larger than GameLogo width/height, the image will be cropped.
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.