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Creating a custom minimap image

In Radiant, place two script/origin entities with a targetname value of "minimap_corner". These must be at opposite corners of a square which represents the playable area of your map. Keep in mind that the square won't necessarily be aligned to the X and Y axes; it will be aligned to North, which is set by northyaw in your worldspawn.


Compile and load the map in-game. Spawn in as a player. Set scr_minimap_height to a high value in the console. (For instance, 10000.) This is the height at which you want to take the screenshot from. Higher values will be closer to orthographic (which is good for a satellite image), but could cause z-fighting issues.


Also, set “exec minimap” in the console to activate a series of dvars that help the process. Your point of view should now be centered around a box around the map.


Take a screenshot. In a graphics application, cut out the boxed area (crop to the area *just* inside the white lines), resize it to 512x512, and save it as compass_map_yourmapname.tga 24-bits (i.e., compass_map_mp_backlot) in the materials directory. In asset manager, in hud.gdt*, make a copy of compass_map_mp_backlot with the same name as the tga you created, and set up the "color map" to reference your tga. Convert the file.

Add the asset to your map's fast file (.csv) as "material,compass_map_yourmapname" In your map's script file, insert the following line of code:

maps\mp\_compass::setupMiniMap("compass_map_yourmapname");


The map texture should now be visible and properly aligned in your map.

  • hud.gdt is missing in the current version of the modtools (1.0). Use these settings instead.

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