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Once you have compiled your map there are a few things yet to define via scripts, we have to define the teams, the uniforms, the loading image etc.

We will start by editing the teams&uniforms. In your Call Of Duty/Main/maps/mp/ folder (you may have to temporarily make this), make a new text file & rename it yourmap.gsc - obviously replacing yourmap with your map name.



To define our teams we will need to take note of the following nations/uniforms

American
  • airborne
  • airborne_winter

British
  • airborne
  • commando
  • commando_winter

Russian
  • conscript
  • conscript_winter
  • veteran
  • veteran_winter

German
  • fallschrimjagercamo
  • fallschrimjagergrey
  • kreigsmarine
  • waffen
  • waffen_winter
  • wehrmacht
  • wehrmacht_winter


Now that we have a list of uniforms we can define them, open yourmap.gsc & enter the following script:

main()
{
game["allies"] = "nation";
game["axis"] = "german";

game["nation_soldiertype"] = "uniform1";
game["nation_soldiervariation"] = "uniform2";
game["german_soldiertype"] = "uniform1";
game["german_soldiervariation"] = "uniform2";

mapsmp_load::main();
}

So, if I was to include the russians on my map, my .gsc might look roughly like this:



Now that our teams are defined, our next step is to make our map appear in the maps list & tell the game which gametypes it will be available in. To do this go to your Call Of Duty/Main/mp/ folder (you may have to temporarily make this). make a new text file & rename it yourmap.arena



open your .arena file in notepad & enter the following script:

{
map "yourmapname"
longname "your map name"
gametype "dm tdm sd re bel hq"
}

So my map called mp_oranges which includes only dm/tdm/sd would look roughly like this:



Now your map will appear in the map list. To define our loading image (we will presume you have a .dds 1024x1024px image ready) simply place your image in Call Of Duty/Main/levelshots under the same name as your map.



Now, we only have 1 thing left to define. Our in-game map image. To do this, go into Call Of Duty/Main/levelshots/layouts/ (you may have to temporarily make this) & place your .dds image file inside. Make sure it has the prefix hud@layout_ Now go to your .gsc file & enter the following script:

game["layoutimage"] = "imagename";

So if my image file was called hud@layout_bananas.dds my .gsc might now look like this:



All these files pointed out are important files that you will probably be referred to in other tutorials, especially the .gsc. Remember to pak up all of these files in their correct folders & delete the external ones.

If you leave your files outside of .pak files you WILL have an impure client. Enjoy.


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Discussion
0 starsPosted by 7dk2h4md720ih on Tue Mar 2nd 2004 at 9:25pm

Keep up the good work Korn, you're my hero.
0 starsPosted by Forceflow on Fri Feb 20th 2004 at 6:03pm

Again, a great tut.
0 starsPosted by matt on Fri Feb 20th 2004 at 4:08pm

Not too difficult eh?
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