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Quake 4 mods for dummies - Guilfoyle E.

Guilfoyle E. Quake 4 mods for dummies - Wiley publishing , 2006. - 411 p.
ISBN-13: 978-0-470-03746-1
Download (direct link): quake4modsfordumm2006.pdf
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To create a definition file for your two new game types, run a simple text editor application such as Notepad. You can find this program in your list of program for Windows by opening the Start menu and choosing All ProgramsOAccessoriesONotepad.
In Notepad, type the following lines of code:
mapDef game/chapter13_mp {
"name" "Chapter 13"
"DM" "1"
"Team DM" "1"
"Tourney" "0"
"CTF" "1"
"Arena CTF" "0"
"Gametype_Deathmatch" "1"
"Gametype_TeamDeathmatch" "1"
"Gametype_Tournament" "0"
"Gametype_CaptureTheFlag" "1"
"Gametype_ArenaCaptureTheFlag" "0"
"loadimage" ""
"mp_thumb" ""
"sizeO" "0"
"sizel" "0"
"size2" "0"
"size3" } "0"
The first line tells the game that this is a map definition and that the name of the map under which it was saved is game/chapter13_mp. This is the same name that you would load when testing the level within the game, and the name of this definition must match. To highlight the lines of code that you must enter to make this a valid definition, follow this list:
^ name: This is the name of the map you want displayed in the list. You can name this any way that you want, but try to avoid using a long name.
^ DM and Gametype_Deathmatch: Set this value to 1 if the map can be used as a deathmatch game type or 0 if it cannot.
^ Team DM and Gametype_TeamDeathmatch: Set this value to 1 if it can be used as a team deathmatch game type or 0 if it cannot. Because this level has been created to work as a deathmatch game type, it is set with a value of 1.
^ Tourney and Gametype_Tournament: Set this value to 1 if it can be used as a tournament game type or 0 if it cannot.
206 Part III: Expanding Your Creation
CTF and Gametype_CaptureTheFlag: Set this value to 1 if it can be used as a CTF game type or 0 if it cannot. Because this level has been created to work as a CTF game type as well as a deathmatch, it is set with a value of 1.
^ Arena CTF and Gametype_ArenaCaptureTheFlag: Set this value to 1 if it can be used as an arena CTF game type or 0 if it cannot.
^ loadimage: This is a specially formatted image that is displayed while the level is loading. Leave this value blank for now.
^ mp_thumb: This is a specially formatted image that is displayed when the level is selected to be loaded. Leave this value blank for now.
^ size0-3: This is the amount of information that is loaded by the game, and it influences how the load bar is displayed while the level is loading. Leave this value at 0 for now.
With your definition file created, you need to save it to a location where the game will find it.
1. Choose FileOSave in Notepad.
2. In the Save As dialog box, navigate the folders until you reach C:\Program Files\id Software\Quake 4\q4base.
3. Here, create a new folder called def, and then open this new folder.
4. Save your file in the def folder under the same name as your level but with a .def extension. Because your level is named chapter13_mp, save your file as chapter13_mp.def.
5. To see your level listed in the game, close the game and editor if they are open. Then launch the game again.
6. Select MULTIPLAYER and then CREATE SERVER.
Here, at the end of the list of available maps, you will now find your map listed.
Because you did not define a thumbnail image to be displayed, the default Quake 4 image will be shown when you select your new level. When loading the level, no image will be displayed, and the loading bar won’t change. None of these additional features are required by the game, but I explore them in the following sections because you may want to include them on your own.
Making a custom loading screen
As you might have noticed, when you load your new multiplayer level from within the game, you don’t have a loading image. Instead, you just see a Quake 4 logo on the screen where the image would display, as is the case in Figure 13-18.
Chapter 13: Playing Alone or with Someone Else 207
Figure 13-18:
The default Quake 4 logo is used when you don’t have a thumbnail image displayed for your level.
I show you how you can create a custom image that is displayed in this area. To keep things simple, the loading image will use a screenshot of your custom level and have the name of the level written in text across the image.
To start, you need to take a screenshot of your level from within the game. A screenshot is a picture of what you see on your screen. The game allows you to take screenshots automatically saved in TGA image format in a folder on your computer. By default, the game has set F12 as your screenshot shortcut key. This can be changed from within the game’s control settings. If F12 is no longer your screenshot command, check your game options to see what the new command is. You can do this by pressing Esc to get to the game menu, choosing SettingsOGame Controls, and then selecting the Attack/Look tab. This screen displays your keyboard command for screenshots. To take this shot, close the editor, if it’s open, and start the game. When it’s loaded, follow these steps:
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