First of all, you must decide which kind of overviews you want to make.If you want to make overviews for people running in software mode, you must set the screen resolution to 512x384 pixels. Most likely you will want to make them for people running the game in OpenGL or Direct3D modes. Then you must set the screen resolution to 1024x768 pixels. (You can change the screen resolution in the game by going to 'Configuration' -> 'Video' -> 'Modes' and then selecting the mode you want to use. Select 'OK' to apply any changes you have made.)
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First, try this simple method by
MeMake.
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If MeMake's simple method does not work for you, then you have to follow this tutorial and do it the hard way. This is a complex and difficult tutorial. It is not for beginners to computers, I will assume you know complex skills and will not explain all details. To make an overview on one computer of a level map you made, here are the steps that SHOULD work will ALL mods at this point with overview ability. (Valve has allowed overview to be somewhat mod dependent - "Remember, the complete description file parsing, inset window, map projection and drawing code is all within the client DLL and may be changed as desired.") Steps are:
2. You will have to start HLTV and link it to the local network thru a port.
3. You will have to start your mod/HL (i used CS) in single player mode, in a high graphics mode 1027x768, then reconnect to local network thru the same port. 1027x768 is the usual overview map size, except perhaps for software mode which prefers 512x384.
As you can see, it is a bit involved. and there are several ways to do the first three steps: either make a batch file, click on each program and feed in the instructions, or make a series of shortcuts for HLDS, HLTV, and CStrike singleplayer mode. I will show you examples of each.
If this gets you lost and/or want this info rephrased, see the resource website at: http://www.cg-dev.com/hltv/?section=tutorials⊂=overviews.
the
batch file itself:
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C:\SIERRA\Half-Life\hlds.exe -game cstrike +map
de_dust |
Notes:
Ok, now you should be in the game, with the console covering half the screen. Close the console (with the tilde key ~) and proceed with step #2.
Notes:
Close the console (with the tilde key ~) and proceed with step #2.
Make a short cut for HLDS and HLTV and HL. I expect you know how to do this. Then open their properties.
For HLDS make sure it reads:
C:\SIERRA\Half-Life\HLDS.EXE -game cstrike +map yourmapname
For HLTV make sure it reads:
C:\SIERRA\Half-Life\HLTV.EXE +connect
127.0.0.1
For HL make sure it reads:
C:\SIERRA\Half-Life\HL.exe -dev -console -game cstrike +connect
127.0.0.1:27020 or +connect localhost:27020.
Again, your port may vary from 27020 - check the HLDS connection results.
And then run each shortcut in sequence. Then close the console (with the tilde key ~) and proceed
with step #2.
Notes:
You will have to do a series of console instructions to start the overview, clean it up, save the info, adjust the view and make the screen capture(s).
1. First of all you must set the overview screen by typing in the console 'dev_overview 2'.
2. If you haven't started the game in MeMake's easy way you must now remove the hud by typing in your console 'hud_draw 0'.
3. Now you can adjust the screen settings to your liking. The following commands can be used:
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command |
action |
corresponding action in a
normal game |
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+forward |
shifts the screen to the left |
walk forward |
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+backward |
shifts the screen to the right |
walk backward |
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+moveright |
shifts the screen up |
strafe right |
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+moveleft |
shifts the screen down |
strafe left |
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+jump |
increases Z Max value (removes floors from the bottom) |
jump |
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+duck |
decrease Z Max value (adds floors from the bottom) |
duck |
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+moveup |
increase Z Min value (adds floors from the top) |
move upwards on a ladder or in water |
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+movedown |
decrease Z Min value (removes floors from the top) |
move downward on a ladder or in water |
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+attack1 |
increase zoom factor |
primary firing button |
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+attack2 |
decrease zoom factor |
alternate firing and zoom button |
Notes:
4. When you're satisfied with the way your screen looks you can make a snapshot (bmp) with the command 'snapshot' or a screenshot (tga) with the command 'screenshot'. Bind the command to a key, because if you type this in your console you will have the console show up in your picture.
5. Now DO NOT adjust any screen settings before you have made a condump. This condump contains the settings that go with what you see on your screen. Go to the console and type 'dev_overview 1' to get the info on screen; next type 'condump' to save the information to your mod's folder and then type 'dev_overview 2' to remove the info from your screen.
6. Repeat steps 3 to 5 as you wish. When you are ready making screenshots and condumps you can get your hud back by typing 'hud_draw 1' in the console.
There's an easier way to make your screen settings and condumps. This is done by placing the necessary commands in your autoexec.cfg or in your config.cfg (both are in your mod's folder. An autoexec.cfg may not exist, but you can make a textfile yourself and name it autoexec.cfg)
Now proceed with step #3 or check out the instructions below to make your step #2 easier.
You can copy the following aliases into your autoexec.cfg or config.cfg. This can help making overview screenshots easier, because it automates the taking of snapshots and writing of condumps:
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// make a long wait alias: // 6) draw hud 7) close overview 8) initialize first
alias // this binds the alias toggle key. Bind it to any key you want |
Notes:
The condump files are named cundump0000.txt (with increasing number) and can be found in your mod's folder. They should have lines similar to this one:
Overview: Zoom 1.00, Map Origin (15.00, 7.00, 1280.00), Z Min 3585.00, Z Max -1025.00, Rotated 0
You will have to assemble the data into a .txt parse file with the same name
as the map. An example is given below.
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// overview description file for
as_cliffhanger.bsp |
This text parse
file will go into the /overviews folder of the mod the level was mapped for,
along with the overview picture with the same name.
Notes:
·
If you make
multiple screenshots, make sure you use the zmax value of the LOWEST floor
players can walk on, and use this one for the textfile! This is very
important: If you use this value the yellow 'poles' underneath the players
in your overview will be very short on the lowest floor. (The higher the player
stands, the longer this pole gets) If you take a value that's too low, then even
on the lowest floor you'll see very long poles. Now imagine the pole length for
the highest floor the player can walk on! That makes the 'readability' of the
overview very bad. If you use a zmax value that's too high, e.g. the height of a
floor in the middle between your highest and lowest floor, then in about half of
your map the logos will be drawn underneath the overview and thus they are not
visible! ¹
You may not need all these steps, but you will need to make it look "clean" and good. If you are assembling several screen captures, you may need all the steps! Otherwise you may skip some steps.
Note:
Note:
credits:
¹ Thanks to co-author --- Zest --- for his info, correcting &
rewriting this tutorial!
² Much of this picture assembly info is from the
site: http://www.cg-dev.com/hltv/?section=tutorials⊂=overviews.
³
Some info is from the Valve info reprinted below.
And MeMake figured out the
simple method while the rest of us were doing it the hard way!
This article was originally made available as part of version 2.2 of the Half-Life SDK. As such, all limitations, restrictions, license agreements, copyrights and trademarks from the original document apply here.
How to create new map
images?
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You can move the map around with keys FORWARD,BACKWARD, RIGHT &
LEFT. Maps will be automatically rotated to fit optimally onto the screen.
If they are rotated, FORWARD and RIGHT are swapped, etc. Use the keys
ATTACK and ATTACK2 to change the zoom. With zmin and zmax you can choose
which parts of the map should be drawn. Only polygons between these two
values are shown. This can be used to cut off ceilings or other unwanted
objects. Origin is your viewpoint projected into the map. The map will be
rotated around this point if you move the mouse in overview mode. Zmin can
be changed with UP & DOWN and zmax with JUMP & DUCK. If you think
you've found the correct values for the new map, simply make a screenshot
and remember all of the values, which are needed for the overview
description file (to avoid console text on the screenshot set developer
0).
The screenshot can be edited with any paint program to erase
areas or make dark rooms brighter. The final map image could also be the
result of several merged screenshots (each with different zmin/zmax
values, but some origin and zoom) to get an optimal map representation.
Next, you have to create an overview description file that will be
parsed by the client DLL to get the map image filename and the correct
view parameters. This file must be in the overviews\ directory and must
have the same name as the current BSP file, but with TXT as its extension.
Here is an example (overviews\de_vegas.txt):
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// overview description file for
de_vegas.bsp |
The global section describes zoom, the origin point the
map is rotated around, and a boolean to indicate if the map image is
rotated or not. The layer section describes the map image filename and at
which height (z-axis) the map should be shown. The overview mode uses the
some coordinate space as the game world and all icons are drawn at the
same position as their corresponding entities (you could even combine map
and world mode. For example real players and items moving over a map
blueprint). In software mode, map images should be BMP files with
512x384x8 resolution.
Remember, the complete description file
parsing, inset window, map projection and drawing code is all within the
client DLL and may be changed as desired.
webpage copyright (c) January 2003 Tommy of Escondido and Zest