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Need some help with a radar

  • NoahHasAnIDE
  • July 15, 2014 at 6:11 PM
  • NoahHasAnIDE
    • July 15, 2014 at 6:11 PM
    • #1

    After finishing a very early alpha version of my WIP map (I'll make a thread for that later once I fix this) I seem to have come across a radar issue. It's never aligned correctly, and I'm following the tutorials insanely accurately. I couldn't turn my resolution to 1280x1080 or whatever it was, because my monitor doesn't support it. Thought the tutorial said to just use cl_leveloverviewmarker 768 if I couldn't use that resolution (my resolution is 1366x768). Any suggestions?

  • El_Exodus
    • July 15, 2014 at 6:27 PM
    • #2

    You should add the game, you're talking about, next time.

    But i think you're talking about CS:GO. Please post the description .txt file you made for the radar.dds file. Maybe there is a mistake inside of it.

  • cashed
    • July 15, 2014 at 8:15 PM
    • #3

    go into window mode, then change the screen to 1280x1024. make sure the overview is aligned closest to the left side as you will be cropping out the right side.

  • NoahHasAnIDE
    • July 15, 2014 at 9:37 PM
    • #4
    Quote from El_Exodus

    You should add the game, you're talking about, next time.

    But i think you're talking about CS:GO. Please post the description .txt file you made for the radar.dds file. Maybe there is a mistake inside of it.

    Whoops. But it is csgo. I'll try what cashed said and if it doesn't work I'll post the .txt file.

  • cashed
    • July 15, 2014 at 11:19 PM
    • #5

    not 100% but the radar has to be 1024x1024. The overview marker i don't think works in CSGO

  • Squad
    • July 16, 2014 at 8:07 AM
    • #6

    You can also take the overview screenshot in a different resolution and then scale it down to 1024*1024 afterwards. Make sure to set cl_leveloverviewmarker accordingly.

  • will2k
    • July 16, 2014 at 4:06 PM
    • #7

    The standard resolution to take the overview screenshot is 1280x1024 (4:3 aspect ratio).


    In your case, and since you are limited by your laptop screen of max resolution 1366x768 (16:9), the easiest solution is to set your resolution to 1024x768 (4:3), then set cl_leveloverviewmarker 768 (instead of 1024).


    Once you reach the editing phase in Photoshop/Gimp, crop your image to 768x768 instead of 1024x1024 and you should be set.


    Alternatively send your map to one of your mates who has a bigger screen and let him do the hard work.


    Good luck

  • shawnolson
    • July 17, 2014 at 5:54 PM
    • #8

    Just for info: If you are building your level in 3ds Max with Wall Worm, there is a native function to render your level overview and make the text file all at once. It is under Wall Worm > Wall Worm Materials > Export Overview Texture. It creates overviews and radars, as well as TGA files (and a function to compile the TGA to VTF if not using DDS).


    More info here: Overview Exporter.


    This is for people like me who have always felt like the steps for making an overview have always been overly complicated.

  • NoahHasAnIDE
    • July 18, 2014 at 2:41 AM
    • #9
    Quote from will2k

    The standard resolution to take the overview screenshot is 1280x1024 (4:3 aspect ratio).


    In your case, and since you are limited by your laptop screen of max resolution 1366x768 (16:9), the easiest solution is to set your resolution to 1024x768 (4:3), then set cl_leveloverviewmarker 768 (instead of 1024).


    Once you reach the editing phase in Photoshop/Gimp, crop your image to 768x768 instead of 1024x1024 and you should be set.


    Alternatively send your map to one of your mates who has a bigger screen and let him do the hard work.


    Good luck

    Display More

    I tried this and the layout was off center. I'm gonna try to get someone with a large monitor to help me out with this. Anyone on here interested in helping out a mate?


    Quote from shawnolson

    Just for info: If you are building your level in 3ds Max with Wall Worm, there is a native function to render your level overview and make the text file all at once. It is under Wall Worm > Wall Worm Materials > Export Overview Texture. It creates overviews and radars, as well as TGA files (and a function to compile the TGA to VTF if not using DDS).


    More info here: Overview Exporter.


    This is for people like me who have always felt like the steps for making an overview have always been overly complicated.

    Is there a way to import a Hammer file into this editor just so I can make the overview, then use hammer for everything else? If so, you're a lifesaver!

  • El_Exodus
    • July 18, 2014 at 3:47 AM
    • #10

    I'm repeating myself now, but just copy&paste your .txt file you use for the radar. I had a minor problem myself inside there which caused the problem.

  • NoahHasAnIDE
    • July 18, 2014 at 4:16 AM
    • #11
    Code
    // HLTV overview description file for de_unnamed_v1.bsp
    "de_unnamed_v1"
    {
    	"material"	"overviews/de_unnamed_v1_radar"	// texture file
    	"pos_x"		"739"				// X coordinate
    	"pos_y"		"-921"				// Y coordinate
    	"scale"		"4.50" 				
    	"rotate"	"0"			
    	"zoom"		"1.3"				
    }
  • El_Exodus
    • July 18, 2014 at 4:50 AM
    • #12

    well, you didn't make the mistake which i made. i'm sorry that i couldn't help that way. but i think i could help by taking the screen if you'd send me the .bsp.

  • will2k
    • July 18, 2014 at 2:14 PM
    • #13
    Quote from NoahHasAnIDE

    I tried this and the layout was off center. I'm gonna try to get someone with a large monitor to help me out with this. Anyone on here interested in helping out a mate?

    Once you crop your image to 768x768, resize it to 1024x1024 and it will work fine.


    For the sake of it, I made a test map and tried it and it works flawlessly. If you keep the DDS image at 768x768 then it will be off-centered as you mentioned but once you resize it to 1024x1024, it will work pretty fine.


    Hope this helps

  • will2k
    • July 18, 2014 at 2:18 PM
    • #14
    Quote from shawnolson

    Just for info: If you are building your level in 3ds Max with Wall Worm, there is a native function to render your level overview and make the text file all at once. It is under Wall Worm > Wall Worm Materials > Export Overview Texture. It creates overviews and radars, as well as TGA files (and a function to compile the TGA to VTF if not using DDS).


    More info here: Overview Exporter.


    This is for people like me who have always felt like the steps for making an overview have always been overly complicated.

    Every time I read one of your posts, I get tempted more and more to start learning 3DS max to be able to use WWMT


    Wish I had more free time


    Thanks for all your efforts to bring an alternative to Hammer.

  • NoahHasAnIDE
    • July 18, 2014 at 2:59 PM
    • #15

    I will try what you said will2k. Unfortunately 3dsmax won't install for me, probably because my laptop isn't supported. Too bad too, since I can get a free student copy.

  • shawnolson
    • July 18, 2014 at 3:33 PM
    • #16
    Quote from NoahHasAnIDE
    Quote from will2k

    Every time I read one of your posts, I get tempted more and more to start learning 3DS max to be able to use WWMT


    Wish I had more free time


    Thanks for all your efforts to bring an alternative to Hammer.


    NoahHasAnIDE Yes, you can... but in my opinion, that in itself would be more of a hassle than just doing it the old fashioned way. Not because getting it all into Max is necessarily bad/hard, but installing, setting up, importing your materials into a Max-ready format, etc... would take far more time than just making one the traditional way. I have a million reasons why I think you should use Max instead of Hammer... but I'm hard pressed to justify using Max/Wall Worm just to get an overview/radar texture. It would kind of be like setting up NASA and the Jet Propulsion Lab to help you fix a flat tire on a bike


    will2k Reading that makes me happy. I have dealt with so many strongly opinionated criticisms about my sanity on turning my back on Hammer. By the time I really understood Source, I had already been dreaming of using Max. My luxury is that I always wanted it, already know Max, and have the benefit of knowing how WW works. I'm pretty sure if I could just transfer what is in my brain to the community, 99% of everyone would also abandon Hammer.

  • NoahHasAnIDE
    • July 18, 2014 at 4:05 PM
    • #17
    Quote from shawnolson
    Quote from will2k

    Every time I read one of your posts, I get tempted more and more to start learning 3DS max to be able to use WWMT

    Wish I had more free time


    Thanks for all your efforts to bring an alternative to Hammer.


    NoahHasAnIDE Yes, you can... but in my opinion, that in itself would be more of a hassle than just doing it the old fashioned way. Not because getting it all into Max is necessarily bad/hard, but installing, setting up, importing your materials into a Max-ready format, etc... would take far more time than just making one the traditional way. I have a million reasons why I think you should use Max instead of Hammer... but I'm hard pressed to justify using Max/Wall Worm just to get an overview/radar texture. It would kind of be like setting up NASA and the Jet Propulsion Lab to help you fix a flat tire on a bike


    will2k Reading that makes me happy. I have dealt with so many strongly opinionated criticisms about my sanity on turning my back on Hammer. By the time I really understood Source, I had already been dreaming of using Max. My luxury is that I always wanted it, already know Max, and have the benefit of knowing how WW works. I'm pretty sure if I could just transfer what is in my brain to the community, 99% of everyone would also abandon Hammer.

    Good news! I have fixed the radar. And I will learn how to use max once my new computer comes in and i can actually run the software.

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