Call of Duty 5: Minimap
Throughout this tutorial I will use '[mapname]' and '[root]'. Single-quote around text simply indicate where it starts and ends, and should never be copied along. Basically, you should replace '[mapname]' with your map name, include the 'mp_' prefix. '[root]' indicates the root directory of your Call of Duty 5 installation, for most users this would probably be
C:/Program Files/Activision/Call of Duty 5 World At War/
but it can differ depending on where you installed it (obviously ^^).
Prepare your map
- Using the caulk texture and in the Z axis view draw a square (best if both sides have same length) that cover the play area of your map
- Add two script_origin indicating the corners of your map. To do this, right click with the mouse in the 2D grid, then click 'script' and 'script_origin'.
- With the newly created script_origin selected press N to bring up the properties and input the following key/value:
key: targetname Value: minimap_corner
- Now press Space, to copy the object, and place the 2 corners in corner of the Caulked square you draw previously. One in the top-right corner, and one in the bottom-left corner, both should be around the highest building's roof in height. Also, try to limit the unplayable space inside the square of the 2 corners.
- Now fully recompile your map (you can check 'fast' and uncheck 'extra' in Light Options, as well as uncheck 'Connect Paths'). Move the '[mapname].ff' and '[mapname]_load.ff' files (which are located in '[root]/zone/english/') to '[root]/usermaps/[mapname]/' (create those directories if they do not yet exist). Also place the .iwd, if you have one already, in the same directory.
Take the screenshot
- Launch your map by using the Launcher Tab "Run Game";
- Select MP and the mp_usermaps mod from the drop down
- Set to 1 some of the options, as shown below:
- Notice also the following custom command to actually run the map:
- When in the game bring up the console and enter
This will get rid of all HUD elements + FXs.
- Now type
20,000 indicates how high we will be taken and will probably be too high. Adjust the height by re-entering the command till the white box fits in the screen (try to make it as big as possible).
- Now take a screenshot using the key assign for that (F12 is default).
- I suggest you use Photoshop, if you have it, Paint Shop Pro or Gimp can do the job as well but Paint is just a little too basic.
- Cut out the square _inside_ the white border, add some nice effect you like (I suggest a black fade from the sides), resize it to 512x512 (be sure to have 'Bicubic Sharper' selected in Photoshop) and save it as a .tga (Targa) file of 24 bits per pixel in '[root]/texture_assets/' (create the directory if it's not yet there).
Add it to your map
- Bring up the Asset Manager, and click File -> Open.
- Go to
and open 'levels.gdt'.
- On the left side, click 'material', and press 'New Entry'. In the textbox enter 'compass_map_[mapname]'. Now simply be sure the right panel looks exactly like this:
- When you're done, click PC Convert -> Current Asset Only. If no errors appear, you've done it right.
a new image has appeared, called 'compass_map_[mapname].iwi'. Copy this into your [mapname].iwd, in the images directory. Now go to '[root]/raw/maps/mp/[mapname].gsc' and open it using Notepad (if it doesn't yet exists, copy one from an existing map, and rename that map's name to your map name) and add the following (or modify) lines:
- The compassmaxrange value should be changed to what you like. The lower the number, the shorter the minimap's range, but the more precise.
- Now, in the CoD5 Compile Tools program, you select your map and update your zone file. Add this line:
- Now you should finalise your map and run it your map and run it. The compass should now work.
--Zeroy. 11:53, 10 November 2008 (UTC)