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This is something you need to set in the image file before you put it into VTFedit (at least as far as I know). So a graphics program like Gimp2 works. Just use youtube or google to find a tutorial for the graphics program you use. Give the image a Alpha Channel, set it to transparent and save it (or export it in gimp2). Then put it into VTFedit.
The poster, and the small image for each level (for when you hit tab, if they don’t have an alpha, they can appear black or not show up), needs to have the Alpha channel set up properly. The rest of the images in the file generally do not.
If you have problems with the UI images, it usually because your material is using the wrong shader. It should normally be using UnlitGeneric, and look something like this:
My poster is just a bitmap image, with some text at the bottom that I filtered using a motion blur in Inkscape. So what you're saying is that I can just resize my image in VTFEdit to 1024x1024, create the VTF and VMT files and call it a day? Same with the thumbnail?
Well...here's the thing; my map thumbnail loads perfectly fine. But, when you go into the map, and back out to the main menu, the thumbnail is just plain black. I made sure it was 256x128 in VTFEdit. Wrong shader you think? Or something I missed? Here is the template I used for it:
"UnlitGeneric"
{
"$basetexture" "vgui\maps\l4d2_mymap"
"$translucent" 1
"$ignorez" 1
"$vertexcolor" 1
"$vertexalpha" 1
}
The thumbnails turning black sounds really odd though. Does it print any errors related to your materials to the console?
You mihgt also want to check that the mission file doesn't have any errors in it by running the game with the -allowdebug option, and typing mission_reload in the console.
"UnlitGeneric"
{
"$translucent" 1
"$basetexture" "VGUI
\LoadingScreen_,mapname"
"$vertexcolor" 1
"$vertexalpha" 1
"$no_fullbright" 1
"$ignorez" 1
"$additive" 0
"$fullscreen" 1}
..and it's plain black.
By typing in mission_reload, these have always been the results:
MissionManager: Mission file "missions/missionfile.txt" has invalid settings for game mode coop
MissionManager: Mission file "missions/missionfile.txt" has invalid settings for game mode versus
So it shouldn't have anything to do with the poster...I would hope not. My map is survival only.
I think I'll start over from the beginning by briefly listing the steps I took. I may have uneccessarily modified my images to begin with.
And what do you mean by -allowdebug option?
If the map is only for survival, you should remove or comment out any map entries for the other game modes in the mission file. The entires there set the thumnails, so maybe the invalid ones make it glitch out.
-allowdebug is a command line option that is added to the game lauch path. You can set it in Steam by right clicking a game -> properties -> Set launch options.
"poster"
{
"posterImage" "LoadingScreen_mapname"
"fullscreen" "1"
"posterTitle" ""
"posterTitle_y" "360"
"posterTagline" ""
"posterTagline_y" "372"
Results: Was not fullscreen, was extremely bright, and faded out to black quickly.
Remove or comment out the entries to accomodate only survival? I'm not sure exactly what you meant, and these were the only entries that directly refer to coop & versus, unless I'm missing something. This is what it looks like now:
"modes"
{
"survival"
{
"1"
{
"Map" ".bsp mapname"
"DisplayName" "mapname (in game map name)"
"Image" "maps/l4d2_mapname"
}
}
}
}
So I basicaly deleted the whole coop and versus portion of it. By typing in mission_reload, I still get the following:
MissionManager: Mission file "missions/missionfile.txt" has invalid settings for game mode coop
MissionManager: Mission file "missions/missionfile.txt" has invalid settings for game mode versus
Results regardless: Still disappeared after going into the map, going back to the main menu, and attempting to view the preview image.
By using -allow debug, I get a few lines of extra feedback:
Mission mapname ver 1 loading...
MissionManager: Mission file "missions/ingamemapname.txt" has invalid settings for game mode coop
loaded 1 survival chapters.
MissionManager: Mission file "missions/ingamemapname.txt" has invalid settings for game mode versus
Mission mapname ver 1 loaded 1 game modes.
1) Map thumbnail preview loads every time now (I backed out twice to make sure I wasn't getting lucky)
2) "Invalid game mode" errors no longer show up in dev console
At this point, it's a matter of getting the campaign poster to work.
Are materials still relevant at this point (-allowdebug)? Read the spoiler-covered text if you think so. I'm not sure if it has anything to do with my map:
"materials/videobikmaterial_backgroundcb.vtf": can't be found on disk
"materials/videobikmaterial_backgroundcr.vtf": can't be found on disk
"materials/videobikmaterial_backgroundy.vtf": can't be found on disk
I think it's best I restart. Unless you want me to try something else. This is what'll I do, and tell me if anything I'm doing is wrong.
1) Open the file in Inkscape (the originial file dimensions are 1024 x 768, bitmap type)
2) Re-size dimensions into 1024 x 1024 (for convenience and possible quality preservation purposes) (tutorials have been telling me to use those dimensions for l4d1, not sure if it still applies to l4d2)
2) Add some text at the bottom for traditional purposes, with an effect of motion blur
3) Export the bitmap image as LoadingScreen_.bsp map name
4) Close Inkscape
5) Open VTFEdit
6) Import LoadingScreen_.bsp map name
7) Make dimensions 1024x1024
8) Re-Create .vtf file, place it under C:\Users\OPEN\Desktop\mapname\materials\vgui
9) Re-Create .vmf file, place it under C:\Users\OPEN\Desktop\mapname\materials\vgui
10) In the .vmf file, copy and paste the template as follows:
"UnlitGeneric"
{
"$translucent" 1
"$basetexture" "VGUI\LoadingScreen_mapname"
"$vertexcolor" 1
"$vertexalpha" 1
"$no_fullbright" 1
"$ignorez" 1
"$additive" 0
}
Any suggestions? Anything I've done incorrectly?
Lastly, note that I didn't do anything with alpha transparency because it's likely uneccessary.
Your help has been great so far Rectus
And it is still completely black.
I guess I'll have to give it an alpha channel in Inkscape. If that's possible.
You could try switching the base texture value in the material to one of the stock loading screen textures to check if it's the texture or something else that's broken.