![]() ![]() Where is the name of your background map. After the engine, bring up the developer console and type: To test a background map, launch the game without loading the map directly. If you're replacing an existing Half-Life 2 map, read Replacing Half-Life 2 background maps below to make sure your map is named properly. Save and compile the map just as you would any standard game map.Background maps should have good performance, load quickly, and not distract too much from the game menus. Be careful about adding too much, however. You can add other outputs to the logic_auto for events that you want to happen when the background is displayed, such as lights flickering, NPCs walking by, sounds to play, etc.Add an OnMapSpawn output on the logic_auto that fires the Enable input of the point_viewcontrol. The easiest way to do this is with a logic_auto entity. The point_viewcontrol must be activated when the background map is loaded.For the Entity to look at keyvalue, set the value to the info_target you just created as the target entity. Name it similar to the point_viewcontrol ( i.e. This is the position the point_viewcontrol camera will be pointing at when the map is displayed. Activate the flags: Freeze Player / Infinite Hold Time / Snap to goal angles / Make player non-solid For your point_viewcontrol entity, deactivate the flags: Start at Player / Follow Player / Interruptable by Player.Name the point_viewcontrol something descriptive, (i.e. Add a point_viewcontrol entity to the map where you want the camera position to be when the map is displayed.It doesn't much matter where the entity is placed, as long as it is inside the level geometry and not floating so high that the player falls and takes damage. Add an info_player_logo ( Counter-Strike: Source) or info_player_start (singleplayer games) or info_player_teamspawn ( Team Fortress 2) to the map.All unnecessary elements should be removed. You may want to start from an existing level and simply remove or hide geometry and entities that are not needed for the background map. It should not have any leaks, and be sealed like any standard game level. Create the basic geometry for the scene you want included in the background map.The goal is to make the least amount of geometry and materials necessary, so the map is smaller and loads faster. ![]() The geometry in the map should be strictly limited to only what will be seen in the camera view. ![]()
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