For example, you can change the campaign map that normally shows during a load, which has the pins placed on them. To use a custom image, it must be a power of two and square. The default image is a TGA at 1024x1024 pixels, though mappers may want to use a smaller image when keeping in mind their PK3 size.
To use a different loading image, you have to create a shader with a texture name of "<b>etpro/<i>{mapname}</i>/gfx/loading/camp_map</b>" where <i>{mapname}</i> is the file name of your map. (NOT the extended name).
Example shader for a custom campaign map:
Code: Select all
etpro/mapname/gfx/loading/camp_map
{
nomipmaps
nocompress
{
clampmap gfx/loading/mapname_camp_map.tga
blendfunc blend
alphaGen vertex
}
}
Code: Select all
etpro/mapname/gfx/loading/pin_axis
{
nomipmaps
nopicmip
nocompress
{
clampmap gfx/loading/pin_axis_mapname.tga
blendfunc blend
alphaGen vertex
}
}
etpro/mapname/gfx/loading/pin_allied
{
nomipmaps
nopicmip
nocompress
{
clampmap gfx/loading/pin_allied_mapname.tga
blendfunc blend
alphaGen vertex
}
}
<b>Links</b>
<hr><li><a href="http://mobilephonestyle.co.uk/load_changed.png">Example custom load images</a>
<li><a href="http://www.gimp.org">GIMP</a> - GNU Image Manipulation Program
<li><a href="http://www.qeradiant.com">GTK/SD Radiant</a> - Standard level editing tool for Q3E-based games.
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