I used a custom proxy to load a suitable image on my loading panels, rather than changing anything in the UI code itself - you could probably use something like this, or a procedural material to display dynamic text too.
The meat of the proxy is as follows: #define DEFAULT_NAME "vgui/loading/default" bool CLevelLoadingProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues ) { bool found = false; m_pBaseTextureVar = pMaterial->FindVar( "$basetexture", &found ); if ( !found ) return false; m_pDefaultTexture = materials->FindTexture( DEFAULT_NAME, TEXTURE_GROUP_VGUI ); if ( IsErrorTexture( m_pDefaultTexture ) ) return false; m_pDefaultTexture->IncrementReferenceCount(); return true; } void CLevelLoadingProxy::OnBind( void *pC_BaseEntity ) { if ( !m_pBaseTextureVar ) return; ITexture *texture = NULL; char loadingimage[ 512 ]; const char *mapname = engine->GetLevelName(); Q_snprintf( loadingimage, sizeof( loadingimage ), "vgui/loading/%s", mapname ); texture = materials->FindTexture( loadingimage, TEXTURE_GROUP_VGUI, false ); if ( !IsErrorTexture( texture ) ) { m_pBaseTextureVar->SetTextureValue( texture ); return; } if ( m_pDefaultTexture ) { m_pBaseTextureVar->SetTextureValue( m_pDefaultTexture ); return; } } As you can see, I get the name of the current map (there must be a way of doing this that returns the map name at an earlier point in the loading process, possibly CSDKModeManager::LevelInit) and use that to load the relevant loading image. If there isn't a suitable image, it shows a default image instead that's just pleasantly generic. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of dave daveslastname Sent: 10 February 2008 02:34 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Loading screen art -- [ Picked text/plain from multipart/alternative ] Yep, I was wondering this as well. Changing the RES file and adding images, text and changing panel sizes is not hard. But making those changes and images specific to whatever map is being loaded appears... very difficult to say the least. You'd think this would be something easily editable in Source, for the sole purpose of letting players know what's coming up next and maybe show a map briefing or something (we all know players don't read the mission briefings when they can just click past it), but I guess not. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders