[Tutorial] How to make your own HUD map

Discussion in 'Tutorials' started by *25th-IDA*Yoda, Jan 6, 2005.

  1. *25th-IDA*Yoda Private

    Contributions:
    4
    I'm going to explain how you can make your own MP HUD Map. With "MP HUD Map" i mean the map of your level you normaly get in multiplayer games when pressing "m" button (default configuration). Like this one from Gifu

    When you dont make a MP HUD Map for your multiplayer level, you will get a ugly yellow border at your screen when you will spawn at the fist time in the level and when you hit the "m" button while playing.

    So to prevent this we are going to make a custom MP HUD Map screen. The problem is that if you dont have photoshop or you dont know how to work with it you can't make your own MP HUD Map screen. Thats why i made this tutorial into 2 levels of experience.

    - The fist part will be usefull for the people who want to get rid of the ugly yellow boarder but dont know how to work with photoshop. They can download a nice MP HUD Map that i made for them, this isn't realy showing the roads and buildings in your level but has a tekst saying your map dont have a detaild roadmap available. By this you are rid of your ugly yellow boarder and you now have a nice looking custom MP HUD Map.

    - The second part will be usefull to the people who know there way in photoshop and want to make there own nice MP HUD Map. These people can skip directly to the second part of the tutorial.

    * First part:

    Fist of all, you will probably want to know how it will look like if you download my MP HUD Map. Here you get a preview of it :cooler: .

    [IMG]

    So now let's start explaining how to get this into your custom map.

    a) You need to put some extra code into the .scr file of your map under the " level waittill spawn " line.

    Code:
    		
            //HUD Map initialization
    	level HUDMap 90 83 273 290 -1630 1495 644 -1075
    	setcvar "com_inv_obj_1" "1536 96"
    
    So, thats done, lets move on to the next part.

    b) Now you need to download my custom MP HUD Map .zip file right HERE

    In winzip you click the extract button and you locate your \moddir\yourmodname folder to extract the file there. So you need to extract the files into the folder where also the other "maps", "maps_source", "terrain", "terrain_source" folders are in.

    By extracting it into that folder, winzip will automaticly create a folder into that map called "textures" and in that folder he will create an other folder called "hud" and there you will find the 5 .DDS files i made for you.

    c) And it's almost done now, next thing is as easy as the previous ones but you will need to focus on the idea so you can make it for anny filename your map has.

    All you have to do know is rename a part from the filenames so that your map wil recognise the roadmap when you are playing.
    GREEN = the part of the filename you must leave like it is.
    RED = the part of the filename you must change to the same name your .bsp file has.

    map_yourmapname.DDS
    map_yourmapname_ol1.DDS
    map_yourmapname_ol2.DDS
    map_yourmapname_ol3.DDS
    map_yourmapname_ol4.DDS

    Example: ( for a custom map with a .bsp file called "mp_trainingcamp_inv.bsp" ) the .DDS files would have the following names.

    map_mp_trainingcamp_inv.DDS
    map_mp_trainingcamp_inv_ol1.DDS
    map_mp_trainingcamp_inv_ol2.DDS
    map_mp_trainingcamp_inv_ol3.DDS
    map_mp_trainingcamp_inv_ol4.DDS

    So that was all for the Fist part, if you test your map now you will see the nice MP HUD Map showing when pressing your show map button :beerbang: .




    * Second part:

    The second part, in witch i will explain how to make your own MP HUD map will be more like a challenge. I will explain every thing back from zero so if you follow these steps, you dont need to look back at the First Part.

    The MP HUD map isn't just a .DDS, this one has MIP Map levels and that's the tricky part to make. To show you what MIP Map means i made a screen of the MIP Map levels of the custom MP HUD map i made and used in the First Part.

    [IMG]

    Oke lets get on the job :bigrin: :

    a) Like said before to complete the Second Part of the tutorial you need Photoshop (i did it on version 7.0 but others will do also i think), but i think manny moders have this handy program for there other textures and stuff.

    b) You need to install the "Adobe PhotoShop Normal Map and DDS Authoring Plug-ins" from HERE .

    c) Now open up Photoshop and make a new file with following settings ...

    [IMG]

    Make sure the values are the same and the transparent box is checked.

    d) Now it's time to be creative with photoshop, you dont need to keep yourself on the same type of HUD Map thats shown in the standard MohPA maps if you dont want to. Aslong you keep following things in mind ...

    - The things that are fully transparant in your .psd fille will be also fully transparant ingame when bringing up the MP HUD Map. Like the borders to give an example.

    - You dont need to make the map itself transparent for lets say 50 % becouse the game will do that automaticly.

    For the people who want to see an example of what i mean or want the same type of mapborder like the MP HUD Maps have of the standard maps i made this example file.

    [IMG]

    You can download the .psd file of the map border right HERE

    All you have to do now is draw some nice boxes and some roads that are present in your map, this is a bit of a trail and error method but that's how it goes. It's normal you cant get the MP HUD Map not prefect the same with the place your are standing on in the map itself, as you can see it's in the official maps also not always perfect. But taking screenshots, looking in Radiant to your map and making many adjustments will result in a nice MP HUD Map with only some minor diferences between the real place your are standing on in the map and the place thats shown in the MP HUD Map.

    Becouse of this reason, it will be needed to do the next step some times over and over again untill you get the desired MP HUD Map for your game. Thats why i always tell you to save the .PSD file everytime before you move to the next step where you make the MIP Map.

    It's best to never make anny adjustments to the MIP Map (.DDS file) becouse that will result in strange looking MP HUD Maps. So always work on the .PSD file to make your map itself and always save, i can't say it enough :look: .

    e) Onto the next step, the MIP Map. For this step you need to have the "Adobe PhotoShop Normal Map and DDS Authoring Plug-ins" corectly installed as i said in step "B". Now you have to open the .PSD file of your own custom MP HUD Map if is isn't open already and go to "file" and there you pick "save as".

    There you give in the following:

    Note: leave the green like it is and change the red into the same name your .bsp file is named ( a mod with a .bsp file that has the name mp_trainingcamp_inv.bsp will have a mp_mp_trainingcamp_inv.DDS filename )

    filename = mp_yourmapname.DDS
    format = DDS (*.DDS)


    Note: Now you must chose the correct directory to save this file in also. Go to My Documents\EA Games\Medal of Honor Pacific Assault(tm)\moddir\thenameofmymod. In this folder you have to create a new folder called "textures" and in that folder again a new one called "hud". So now you are in the My Documents\EA Games\Medal of Honor Pacific Assault(tm)\moddir\thenameofmymod\textures\hud folder and thats exactly where you have to be.


    If all those things are corectly put in you can finaly hit the "Save" button.

    A new box will apear now that will ask you to put in the MIP Map settings for the .DDS file. Put the same things in as you see on the screenshot below.

    [IMG]

    Make sure it's exactly the same as shown on the screenshot ( Save format and the MIP Map generation ). The more detaild settings you can adjust by clicking one of the other butons don't need to be adjusted so leave them like they are.

    Now again hit the "Save" button and the .DDS fille will now be created. It's best not to open or adjust any more things on this file now, if you have to make adjustments go back to the .PSD file.

    f) Now let's see if the .DDS file looks like it's supposed to be :) , open up your MDK tool and go to "Utilties" and there pick the "Texture utility".

    A DirectX program will open now that can view the .DDS files without any problem. Just open the .DDS file you just created and it should look something like the one i made.



    [IMG]

    The blue-green border you see is the Alpa Channel (the same thing that was fully transparand in your .PSD file) of your file and will be again fully transparant ingame. The things that don't have the blue-green color will automaticly been made half-transparant by MohPA so you could still see throug your MP HUD Map when bringing it up into the game.

    This file has also the MIP Map levels i told you about, you can view those (if you did all the previous steps correct) by hitting the "Page Down" key and the "Page Up" key on your keyboard.

    Dont make anny changes to the .DDS file whith the DirextX viewer, close it withoug making changes !!

    g) The hardest part is over, now your only left with downloading and renaming 4 files i made for you. There is no need to make them by your self becouse these are just plain black MIP Map .DDS files but the are needed.

    You can download them right HERE and put them into the same folder your selfmade .DDS file is located.

    Renaming is almost the same as how you had to name your own .DDS file with one exeption, and extra part filename that has to be in it.

    GREEN = the part of the filename you must leave like it is.
    RED = the part of the filename you must change to the same name your .bsp file has.

    map_yourmapname_ol1.DDS
    map_yourmapname_ol2.DDS
    map_yourmapname_ol3.DDS
    map_yourmapname_ol4.DDS

    Example: ( for a custom map with a .bsp file called "mp_trainingcamp_inv.bsp" ) the .DDS files would have the following names.

    map_mp_trainingcamp_inv_ol1.DDS
    map_mp_trainingcamp_inv_ol2.DDS
    map_mp_trainingcamp_inv_ol3.DDS
    map_mp_trainingcamp_inv_ol4.DDS


    Okey now you are ready to go and start to test :cooler: Have FUN !!



    That was all for the MP HUD Map, some other day i will write down how to make your own loading screens with a carousel in it for aswel ffa, tdm and inv maps. But that isn't so hard as this one :p .

    I hope you enjoyed reading and that it helped for you to make your own MP HUD Map. I spend mutch time on :beers:

    Grtz Yoda :waves:
  2. JFrank(GD) TMT RELIC

    Contributions:
    106
    Specialties:
    Pure Gamer
    Processing:
    Graphics:
    I edited the title and moved it to mapping. I will run though it later to check it out.

    Nice work. :)
  3. S.C. Private

    Contributions:
    5
    look good i'll try this on my next map
  4. wc-anka Private

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    11
    Great work


    EDIT: I removed the quote as it was a copy of the entire tutorial...lol >>>GD
  5. Neocortex Private

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    3
    do u allow me to put this to my site? (www.usnfclan.com) I will leave your name on it, and this site (GD allowed me his :zzohyah: )
  6. *25th-IDA*Yoda Private

    Contributions:
    4
    Yea you can do that, as long you leave my name on it as respect for the work i did to make it. The more people i can help with this tutorial the better.

    I have edited the url's of the files into the post becouse some things has changes on my FTP account, i had to rename my /25th_ida/ clanmap into /25thida/ becouse the underscore didn't worked for my new domain name www.25th-ida.be .
  7. 2nd~0v3r|r!de Private

    Contributions:
    54
    ive only just read through this, sorry didnt know it was posted.
    you could open your map in radient and in the top view just zoom out until you can view your whole map and take a screenshot then you could just trace over the main details of the map into the HUD map right? maybe it wouldnt be the right size/proportions but it should work.
  8. yochoylamuete Private

    Contributions:
    39
    PREMIUM
    I Donated
    Bug: it's not mp_yourmapname.dds but map_yourmapname.dds
    1 people like this.

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