Call of Duty 5: Loadscreen Creation

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Revision as of 04:16, 17 February 2009 by Zeroy (talk | contribs) (→‎By Hand)
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This tutorial will explain you how you can create a loadscreen for your multiplayer map.

Convert loadscreen texture

Please go over importing a custom texture as this covers the converting of the texture into Call of Duty World at War: Create Custom Textures


New texture convert settings

Your load screen must be 1024x1024 pixels in size.

Change materialType to 2D and surfaceType to <none>.




Setup the map to use the load screen

In the list where you selected "material", choose "level" and make the new name the same as your map name. Then fill it out according to the picture.

Save the file as "mp_mapname.gdt" in your "source_data" folder.



By Hand

You can make the two files Asset Manager + Converter generates by hand by going to your raw\maps or raw\maps\mp directory depending on your type of map, and creating a mapname.CSV file with the content of:

"defeatBackdrop" "$default"
"levelBriefing" "loadscreen_mp_your_mapname"
"victoryBackdrop" "$default"


In <root>\zone_source create a levelname_load.csv, with the contents of:

ignore,code_post_gfx_mp
ignore,common_mp
ui_map,maps/mp/mp_your_mapname.csv

Load Zone File

You can use Launcher to build your levelname_load.FF or mp_levelname_load.FF by creating an empty .MAP with the suffix _load.MAP in map_source (ie ber_load.map or mp_airfield_load.map), select it in Launcher under the Maps tab and build the FF for it.

Map Zone File

Open your [levelname].csv in Zone Source and add

material,loadscreen_your_mapname

to the bottom. Rebuild your map's Fast File.


Sources: Treyarch's Wiki