Create the Overview map

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Rakk

FNG / Fresh Meat
Mar 15, 2008
1
0
0
Hello,

I used many hours on the Red Orchestra-SDK to find how to change the overview and i am stopped !!

I have a original map and i changed many forest and other meshes on it, so , now, i want to play with a tacticalmap (overview) that describe my new map.
I can find the way ! i know how to create my .bmp 512x512 but impossible to use it !

Please : How to remplace the tactical map ?

Thanks a lot guys
 

ExoCet-NAW

FNG / Fresh Meat
Feb 17, 2006
436
32
0
save the dds or bmp to the myLevel package, then look in the level info properties and replace the overhead for your own then save.
 

Shurek

FNG / Fresh Meat
May 21, 2006
857
13
0
www.darkesthourgame.com
After you import the texture to your myLevel package (properly), you'll need to open up your ROLevelInfo actor and find where it says OverheadMap, select 'Use'. Make sure that you have the map image selected in your texture browser first.
 

jeffduquette

FNG / Fresh Meat
Feb 19, 2008
339
1
0
This is a slightly old topic -- but of interest to me. I am not having a problem with importing my overhead map into the myLevel package -- I see it amongst the mylevel textures. However, I can't for the life of me find where in the Editor I actually tell my level what overhead map texture I want it to use.

Do I find this under the "view" tab -- "level properties"....or;
Should I be looking in the "texture browser" and "actor classes"...or what?

I
 

jeffduquette

FNG / Fresh Meat
Feb 19, 2008
339
1
0
I suppose I need to qualify that I was working with another map as a template. I have never worked with a tool like the UNREAL Editor before. SO it is taking me a bit more time to ramp up. Sorry if my questions are irritating.

The problem is I was looking for something in one of the pull down menus to find, and edit with my own input for the overhead map. The ROLevelInfo Actor of interest is actually tucked away on the map\level itself – way off in a corner. For those more along my level tweaking (i.e. lack of expertise with the UNREAL map editor tool), the ROLevelInfo Actor is one of those weird looking little horse or dragon heads. Some are for spawn info – some define map corner info for the level – one is the ROLevelInfo Actor. Again for posterity and future dumbasses like myself that run into the same conundrum, if you are looking to play with existing maps\levels to figure out whats what, you need to double click on the various Horse Head thingies located on the map till’ you find the horsehead entitled “ROLevelInfo” Actor. SOme of the heads are tucked away well away form areas you are normally working on, so you may have to hunt a bit for the right horse head. When the properties screen pops up for the ROLevelInfo Actor, look for the subheading that says ROLevelInfo – click on it – or expand it. Under the mapImage subheading you will find where the level actor is telling the map whiich overhead map texture to use. Click on the box on the right of the mapimage (NOTE: Make sure that the overhead map texture you are going to use is selected within the texture browser from your “mylevel” package.) Meanwhile, back at the “ROLevelInfo” Actor your gonna want to click the “use” button on that “MapImage” box. You should now see the file name of your overhead map appear in the “MapImage” box. I think you need to rebuild the level again (the “build all” button on the main tool screen of the editor) to actually see your overhead in game play. I went ahead and did the “build all” again and than ran the game in practice mode. I now have my overhead map functioning. Yeah-haw! Now I just need to tweak the map boundry actors a scoosh to get the overhead to align properly.

Actually importing the overhead map texture to the myLevel package is explained very well in the RO SDK Editor Manual., but geeting from the import part to the using it is not so well detailed (IMHO).
 
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Shadrach

Grizzled Veteran
May 2, 2006
2,688
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Elitist Prick Ski Lodge
stian.freeshell.org
Just saw this so thought I'd bring a request to mappers: I've noticed that in most of the custom maps the overhead map also scales with the chosen texture resolution. This is unlike stock RO maps where the map stays the no matter if you choose 'low' resolution.

I' dont know how it's done in the stock maps, but please please try to do it the same in customs. On some maps I can hardly see any features because its so blurry and if they dont use map text for objectives I cant tell what their names are either...

I could make a screenshot of the worst to show what I mean but will wait till im off work.
 

Shurek

FNG / Fresh Meat
May 21, 2006
857
13
0
www.darkesthourgame.com
Just saw this so thought I'd bring a request to mappers: I've noticed that in most of the custom maps the overhead map also scales with the chosen texture resolution. This is unlike stock RO maps where the map stays the no matter if you choose 'low' resolution.

I' dont know how it's done in the stock maps, but please please try to do it the same in customs. On some maps I can hardly see any features because its so blurry and if they dont use map text for objectives I cant tell what their names are either...

I could make a screenshot of the worst to show what I mean but will wait till im off work.

Could it be that people are leaving the "Generate Mipmaps" box checked when they import the texture? A no-no (or at the very least not necessary) for interface textures.
 
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Shadrach

Grizzled Veteran
May 2, 2006
2,688
400
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Elitist Prick Ski Lodge
stian.freeshell.org
Could it be that people are leaving the "Generate Mipmaps" box checked when they import the texture? A no-no (or at the very least not necessary) for interface textures.

Agree, this definitely seems to be the problem. Then those textures as well will scale when you change detail. Interface, maps overviews and other detail textures should not scale.

Mipmaps should never be created for any texture that is going to be used for anything Interface-related. Player Portrait images and weapon HUD icons are two examples of this.
http://wiki.beyondunreal.com/Legacy:CrosshairPack

This is a problem in both custom maps, and the modsMN and DH, affecting menu screens and maps. The problem is very serious however in Darkest Hour since it also makes the sniper scopes and tank sights totally blurred out and impossible to use... :(
 
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AXEL

FNG / Fresh Meat
Apr 25, 2008
398
0
0
this thread isn't too old so I'm going to revive it. When i go to import my .tga image file for the background, it says that it can't because the folder isn't in a power of 2

untitled-1.jpg


anyone know what the problem could be? do they want it in a power of 2 as in 2^30 or that it ends in an even number and is divisible by 2?
 
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UncleDrax

FNG / Fresh Meat
Oct 13, 2005
1,494
60
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Florida, USA
www.endoftheworldfor.us
this thread isn't too old so I'm going to revive it. When i go to import my .tga image file for the background, it says that it can't because the folder isn't in a power of 2

untitled-1.jpg


anyone know what the problem could be? do they want it in a power of 2 as in 2^30 or that it ends in an even number and is divisible by 2?

Powers of 2 are:

1 2 4 8 16 32 64 128 256 512 1024 2048 4096 ....

Your image must have a Height and Width of one of those values