-- [ Picked text/plain from multipart/alternative ] I currently do something similar but I can't seem to get the panel to take up the full screen. I think having a custom loading screen would be great though. Insurgency has done this but I can't figure out how they replaced the GameUI panel and got the engine to use it. I think that the Source 2007 engine has hooks to allow a custom loading panel (used in TF2) however we're sticking to the old engine for atleast the next little while. Merging all that code is just too much hassle for us at this point.
Dan On Sat, Feb 9, 2008 at 10:30 PM, Chris Janes <[EMAIL PROTECTED]> wrote: > 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders