Call of Duty 5: Loadscreen Creation: Difference between revisions

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=Setup the map to use the load screen=
=Manual Level File Creation=
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.
<br><br>
Save the file as "mp_mapname.gdt" in your "source_data" folder.
<br><br>
[[Image:CoD5_Create_Loadscreen_2.jpg|800px]]<br><br>
 
==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:
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:
Line 48: Line 41:


to the bottom. Rebuild your map's Fast File.
to the bottom. Rebuild your map's Fast File.
=Running the Map=
*As we all know, COD5 uses the local Application Data directory to run maps and mods. What isnt clear at the moment is that Treyarch have reverted us back to the COD4 pre-1.5 patch method, where all map IWDs go inside a mod folder.
[[Image:warning.png]] You cannot run your map IWD inside the 'usermaps' folder.
*So, to set up your map, place everything but the IWD file in:
Vista:
C:\Users\<your_username>\AppData\Local\Activision\CoDWaW\usermaps\mp_yourmap\
XP:
C:\Documents and Settings\<your_username>\Local Settings\Application Data\Activision\CoDWaW\usermaps\mp_yourmap\
*Place your 3 fast files:
mp_mapname.ff
localized_mp_mapname.ff
mp_mapname_load.ff
4. Next, choose a mod to run your map from. There is a default mod named mp_usermaps. Place your map's IWD, with its loadscreen IWI and minimap IWI, inside it.




Sources: [http://wiki.treyarch.com/wiki/Loadscreen Treyarch's Wiki]
Sources: [http://wiki.treyarch.com/wiki/Loadscreen Treyarch's Wiki]
[[Category:Call of Duty 5]]
[[Category:Call of Duty 5]]
[[Category:Mapping]]
[[Category:Mapping]]
[[Category:Loadscreens]]

Latest revision as of 17:53, 7 February 2012

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>.




Manual Level File Creation

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.

Running the Map

  • As we all know, COD5 uses the local Application Data directory to run maps and mods. What isnt clear at the moment is that Treyarch have reverted us back to the COD4 pre-1.5 patch method, where all map IWDs go inside a mod folder.

You cannot run your map IWD inside the 'usermaps' folder.

  • So, to set up your map, place everything but the IWD file in:

Vista:

C:\Users\<your_username>\AppData\Local\Activision\CoDWaW\usermaps\mp_yourmap\

XP:

C:\Documents and Settings\<your_username>\Local Settings\Application Data\Activision\CoDWaW\usermaps\mp_yourmap\


  • Place your 3 fast files:
mp_mapname.ff
localized_mp_mapname.ff
mp_mapname_load.ff

4. Next, choose a mod to run your map from. There is a default mod named mp_usermaps. Place your map's IWD, with its loadscreen IWI and minimap IWI, inside it.


Sources: Treyarch's Wiki