Adding a Minimap
You will require:
- A file compression program, e.g. 7zip Download:
http://www.7-zip.org/ - A image editor, e.g. Adobe Photoshop
Stage 1 - Preparing in RadiantFirst, you must prepare your map, by placing two script origins diagonally opposite of each other. They must:
- The same height as the tallest building within the playable area
- Form a square
- Have the KVPs of:
targetname | minimap_corner Stage 2 - Taking the minimap Image Next, you will need to take the minimap image. To do this, ensure the the minimap_corners are compiled into the map and then launch the map. Ensure that you have these dvars set:
-
developer | 2 -
developer_script | 1 - Use
/devmap When your ingame, ensure the map is looking as you wish, and then use the command:
-
/exec minimap This will prepare your HUD to take a minimap. You now need to enter this dvar:
-
/scr_minimap_height ### ### is the height in units you wish to rise by. Normal sized maps are within the 5000 - 10000 range. Use your PRNT Screen button and take the image.
Stage 3 - Preparing the ImageIn a image editor that supports .tga or .dds files, ensure the image is:
- Exactly 1024 by 1024, or any dimension that is a Power of 2
- Save as a .tga if you do not require transparency
- Save as a .dds ( DXT5 ), if you need transparency. You must delete the parts which you do not want to appear, using the normal transparent background.
- Save in the texture_asset folder, if you do not have one, make it here:
Drive Letter:\Program Files\Activision\Call of Duty - World at War Stage 4 - Converting the ImageLaunch Asset Manager, and load up the .gdt called levels, it is located in the source_data folder. Then:
- Click New Entry
- Name it "compass_map_mp_mapname", mapname being the Radiant name of the map
Now set the settings to:
- Set materialType to 2D
- If your using a .DDS file for transparency, you will need to change Replace to Blend
- In the Color Map section, find your image in the texture_asset folder
- Make it:
- No Tile
- Nomip Billinear
- Tick Nopicmip
Then click Convert -> Current Asset Only and it will make three files:
- compass_map_mp_mapname.iwi, in the images folder
- compass_map_mp_mapname, in the material_properties folder
- compass_map_mp_mapname, in the materials folder
Stage 5 - Adding the minimap to the .CSVIn your mp_mapname.csv, add this line:
- Code:
-
material,compass_map_mp_mapname
Re-compile your FF files and now prepare to make your map's .IWD file.
Stage 6 - Making the .IWD file
For Vista: Go to this directory: Drive Letter:\Users\Name\AppData\Local\Activision\CoDWaW\usermaps and find your map's folder.
Within your map's folder, make a folder called images, and add to it the .iwi file you made earlier. Leave the images folder and:
- Right Click on it
- Click Create Archive
- Click on the radio button for .ZIP
- Name it: mp_mapname.iwd
- Create it.
This is now a valid .IWD file, and the game will load assets from it.
Dont forget to add these lines to you GSC file.
- Code:
-
setDvar( "compassmaxrange", "1300" );
maps\mp\_compass::setupMiniMap("compass_map_mp_mapname");
somewhere under the main thread. preferably before a wait...