TF2/Modifying the Mission Briefing
The mission briefing, shown to players before they enter the match, is set automatically for Basic Capture the Flag and Control Point games, just by putting the right goal entities on the map.
Custom mission briefings can be done, but how?
There is not yet an official way to do this, but you can edit the localized texts in the directory where you map is in.
In the directory where your .bsp is (_mapname_.bsp - Usually "..\Program Files\Valve\Steam\SteamApps\_Username_\Team Fortress 2\tf\maps\"), create the localised map .txt briefing files. You can also extract them from the TF2 .gcf with GCFScape and rename the for your map. So the maps directory should look like this:
- mapname.bsp
- mapname_danish.txt
- mapname_dutch.txt
- mapname_english.txt
- mapname_finnish.txt
- mapname_french.txt
- mapname_german.txt
- mapname_italian.txt
- mapname_japanese.txt
- mapname_korian.txt
- mapname_norwegian.txt
- mapname_polish.txt
- mapname_portuguese.txt
- mapname_russian.txt
- mapname_schinese.txt
- mapname_swedish.txt
- mapname_tchinese.txt
For cp_dustbowl, replace mapname with cp_dustbowl.
In each of those, is the briefing text displayed for your map, in the named language.
-- Custom Map Images
In order for your custom map to have 2 working Menu Photo'sit needs 2 files in following directory:
C:\Program Files\Steam\steamapps\<player_name>\team fortress 2\tf\materials\vgui\maps
These 2 files are:
menu_photos_mapname.vtf
menu_photos_mapname.vmt
-- How to create the .vtf
I. Making a .tga image
II. Vtex Preparation
III. Transforming the .tga image to a .vtf
I. Making a .tga image
Step 1:
Take 1, 2 or 3 screenshots of your map depending on how many you want to show.
Just make sure they will still look good on a 512x512 tga. (Step 2)
Step 2:
Photoshop: create tga:
- create a 512x512 pixels TGA.
- give it a black background
- resize your 2 screenshots and paste them in to make something nice.
(You can use one of the Menu Photo Template PSD's I made to make Menu Photo's like VALVe's maps have. Download at the bottom of this Tutorial.)
- edit the Alpha channel to make it hide the black background and show the pictures only
- Save As... menu_photos_mapname.tga (32 bit, uncompressed)
Step 3:
Copy and paste your "menu_photos_mapname.tga" in following directory:
C:\Program Files\Steam\steamapps\<player_name>\team fortress 2\tf\materialsrc
II. Vtex Preparation
We will create a vtf from the tga using vtex.exe. Let's setup the vtex.exe!
Step 4:
Browse to the following directory and make a desktop shortcut of the vtex.exe:
C:\Program Files\Steam\steamapps\<player_name>\sourcesdk\bin\ orangebox\bin
Step 5:
Go Properties on the vtex.exe shortcut:
Add the following 2 parameters behind the Target:
-game "C:\Program Files\Steam\steamapps\<player_name>\team fortress 2\tf"
-nop4
III. Transforming the .tga image to a .vtf
Step 6:
Now drag your tga you created (Step 3) onto the vtex.exe deskopt shortcut (Step 5). The vtex.exe will create a menu_photos_mapname.vtf in the following directory:
C:\Program Files\Steam\steamapps\<player_name>\team fortress 2\tf\materials
menu_photos_mapname.vtf CREATED!
-- How to create the .vmt
Step 1:
open notepad
Step 2:
paste these lines of code in it:
"UnlitGeneric" { "$basetexture" "vgui\maps\menu_photos_mapname" "$translucent" 1 "$ignorez" 1 "$vertexcolor" 1 }
Each of these should be on a sperate line, aswell as having "UnlitGeneric" on the top line, with { on the next line, then "$basetexture" "vgui\maps\menu_photos_mapname" and so forth untill the entire code has been written.
Step 3:
Replace 'mapname' in "$basetexture" "vgui\maps\menu_photos_mapname" with the name of your custom map.
Example: "$basetexture" "vgui\maps\menu_photos_ctf_2fort"
Step 4:
Save As... menu_photos_mapname.vmt
menu_photos_mapname.vmt CREATED!
-- Place .vtf & .vmt in propper directory
Cut and past your "menu_photos_mapname.vtf" and "menu_photos_mapname.vmt" in following directory:
C:\Program Files\Steam\steamapps\<player_name>\team fortress 2\tf\materials\vgui\maps
If you correctly edited the Alpha Channel of your tga and did all the other Steps like mentioned, your 2 map screens will be displayed on the Objective Screen on Map Start!