Is this for the Overview of the map?
There are a list of commands that help you do that. I have a tutorial the wife wrote... here ya go.
Level Overview- Radar_tutorial
This is a tutorial on how to make the radar image for your Halflife 2 Source maps also known
as the Level Overview.
A couple of reasons to create the Level Overview for your map are:
1) Makes your map look more professional and finished.
2) Allows the players to know where they are and where the other players on their team are.
I have based my tutorial on the information from the Valve Developers Community Tutorial:
http://developer.valvesoftware.com/wiki/Level_Overviews
I have made some changes and added a few things to coincide with my experiences working with
my computer and programs.
What you will need: (What I use)
Halflife 2 Source game ( Counterstrike Source)
Image editing program ( Photoshop CS)
VTFEdit
Text editor ( Windows Notepad)
Something to write on
Something to write with
Files you will be creating:
Screenshot.jpg
Your_map.tga
Your_map.vtf
Your_map.vmt
Your_map.txt
Lets get started.
1.Start the game. Click Options and switch to the Video tab. Change Resolution to "1024X768"
pixels and the Aspect Ratio to "Normal". Because I use a widescreen monitor I have to change
to windowed mode, if I stay in full screen mode my screen will be stretched.
2.Create server and choose the map you are working with.
3.Join the Spectator team.
4. Enter your console (~) type the command "sv_cheats 1".
5.Your screenshot should already be bound to (F5) if not bind the screenshot command to a
key "bind p screenshot" using the console.
6.Remove any HUD elements with console commands "cl_drawhud 0" and "hidepanel all".
7.Remove disturbing world effects like skyboxes ("r_skybox 0), fog ("fog_override 1"
and "fog_enable 0"), props (optional: "r_drawstaticprops 0" you don't type this command if
you have large models that make up parts of your map such as a rock wall, you also might
want to leave models in for point of reference ), etc.
8.Move in spectator mode to a position where you can see the whole map from above.
9.Switch to orthographic mode with the console command "cl_leveloverview x", where x
is the scale factor. You may have to type this multiple times till you get the scale right, you
want to scale the image as big as you can, so you can still see the entire map on the
screen. I normally start with 1 and work up from there.
10.Set "cl_leveloverviewmarker 768" to show a red helper line on the right. If you do not
see the red line type "cl_drawhud 1" in console.
You can move around while cl_leveloverview mode, either using the arrow keys or WASD
however your game is set up. Beware the movement in this mode is a little screwy,
(W) zooms out (S) zooms in (A, D) moves around depending on the position of the mouse.
It takes alittle bit of work and you may have to change the scale (use the command
"cl_leveloverview X) so the map fits into the square defined by the red line. The right edge
of your map should be on the left of the red line, anything to the right of the red line will be
chopped off in a later step. Try to leave about 5 pixels between your map and the red line.
I'll explain why later.
11.The current projection data (position and scale) will be updated in the console, eg
"Overview: scale 6.00, pos_x -2651, pos_y 4027".
12.Once everything is perfect, take a screenshot (using the key you bound to "screenshot")
and write down the projection data values. You will need them in a later step.
Create the material-
1.Close the game and open the screenshot in an image editor. You will find it in
<game dir>\screenshots. If you are using Photoshop CS like I am click the image tab and go
down to canvas size. Choose pixels from one of the pull down tabs and make sure your image
is 768x768 and click the left-center arrow from the anchor block then click ok. The red line
should be gone now if it's not press CTRL-Z and try again.
2.Modify the image as you see fit, clean up the image change the background color or add
an alpha channel if you like. What ever you do to the image be sure there is no part of your map
that is touching the edge of the image the game will stretch the end pixels and your image will
look distorted.
3.click the image tab again and go down to image size make the dimensions a power of two.
512x512 is a good choice, if you go 1024x1024 your image might look blurry.
4.Save your image as a .tga. you can close Photoshop CS now.
5.Open your tga image in VTFEdit. On the VTF options screen don't click anything except the
ok button.
6.Click the image tab, under Flags check the Clamp S and Clamp T boxes. If you don't do this
your image will repeat itself in game.(tiled)
7.Now click on the file tab and choose "save as:, name your image the same as your map name in
<game dir> /materials/overviews folder.
8. Click Tools tab, click create VMT File, a little window will pop up again just click the create button.
9. click the File System tab, if you click the pull down button in the Goto section you can click the link
and it will take you straight to your SteamApps folder open <your map>.vmt, copy and paste the
following code into it, replacing what was already there. Include all the quotation marks(") and
change mapname to the name of your map.
"UnlitGeneric"
{
"$translucent" 1
"$basetexture" "overviews/mapname"
"$vertexalpha" 1
"$no_fullbright" 1
"$ignorez" 1
}
10. Now click File and save your .vmt
Create .TXT-
Finally, open Notepad and create a text file called <your map>.txt in <game dir>\resource\overviews\
This file will define the precise numbers needed to align the overview. Copy and paste the following
code into your .txt file
<mapname> //your map name without the arrows (<>)
{
material overviews/mapname //This is the texture file you just created above.
pos_x -2651 //Number you wrote down earlier.
pos_y 4027 //Number you wrote down earlier.
scale 6.0 //Number you wrote down earlier.
rotate 0 //Shouldn't have to change this.
zoom 1.3 //Shouldn't have to change this either.
}
Change pos_x, pos_y, and scale to match the numbers you wrote down earlier. you shouldn't have to
change rotate or zoom. Save your .txt and run your map..
If you followed this tutorial properly then you should now have a nice little Radar in the top left corner
of your screen with a picture of your map in it.
Troubleshooting-
If your image doesn't show up- make sure all the files are in the proper locations and that they are
named exactly the same as your map.
If your icon doesn't look like it is in the right spot- you might have entered the wrong numbers into the
.txt file. Simply open the text file and check to see that the numbers you typed in are what you wrote
down. If you think you wrote down the wrong numbers- I'm sorry but you will have to start over.
If the game is stretching the edge pixels and distorting your image- open your tga in Photoshop CS
and erase 1 or 2 pixels all the way around the edge. Then create the VTF again. You don't have to
make the VMT again.
If your image is tiled (repeating)- you forgot to check the Clamp S and Clamp T in the VTF. Open
your VTF in VTFEdit and try again. Save and run your map.
Thank you for trying my tutorial..I hope it helped.
Reign