106 lines
4.1 KiB
Plaintext
Executable File
106 lines
4.1 KiB
Plaintext
Executable File
OSP - Server-enabled Graphics
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=============================
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14 Dec 01
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rhea@OrangeSmoothie.org
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http://www.OrangeSmoothie.org
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OSP Tourney DM/CA/CTF allows server operators to set up custom
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graphics for display to clients while they are connected to the
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server. The motivation here is to allow clans, communities and/or
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tournament organizations to implement additional graphics in the
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game for demo/screenshot enhancements.
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In no way will these additional graphics interfere with normal
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gameplay, as they are displayed in only two places:
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- On the level screenshot page seen while connecting to
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a server.
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- On the end-level scoreboard after a match has been
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played and before the map is restarted or the next
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map loaded.
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The format for customization is rather straight-forward. I've
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also included an example in the main OSP-Q3 distribution for
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reference in case things dont seem to go well:
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1. Collect the graphics that you want to display. These
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graphics should be targa (.tga) format of type 6(?) or
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type 10(?) for maximum compatibility (i.e. for transparency
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layers). JPEG (.jpg) format may work, but it is unsupported
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at this time in OSP.
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2. Create a new .pk3 file and add these graphics to the path:
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gfx\2d\
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3. Name these graphics in the following manner:
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customXX.tga (where XX is from 1 to 16)
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This naming scheme MUST be monotmically increasing, starting
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at "1". In other words, name your first graphic "custom1.tga",
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the next one "custom2.tga", and so forth for all your graphics
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*UP TO* 16. OSP supports only 16 custom graphics.
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4. When complete, place this .pk3 in your server's osp/ directory.
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You should name the .pk3 with a your own name, starting with
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a "z-" prefix, to ensure proper "sv_pure 1" semantics.
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5. Enable sv_pure 1 and sv_allowDownload 1 on the server to ensure
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that clients can download the custom graphics .pk3 file.
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6. Create a gfx specification file that defines the position and
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size for each of the graphics for both the connect splash
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screen, and the end-level scoreboard. The format for this is
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as follows:
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x y w h:x y w h
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- x = the X (horizontal) coordinate (from the left)
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- y = the Y (vertical) coordinate (from the top)
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- w = width of graphic
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- h = height of graphic
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----> Note: The X coordinate must be between 0 and 640,
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while the Y coordinate must be between 0 and 480.
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Don't worry about people with larger or smaller
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screens, OSP will scale the graphics to the
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client's resolution appropriately.
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As you can see, there are two sets of coordinates defined
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on each line, seperated by a ":". Each line represents the
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coordinates for one of the graphics, with the first set
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specifying the connect-screen position/size of the graphic,
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and the second set representing the end-level scoreboard
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position/size for the graphic.
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The graphic specified is implied by the line number that
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defines position/size. In other words, the first line
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corresponds to the positioning information for the
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"custom1.tga" graphic, the second line specifying info
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for "custom2.tga" graphic, etc.
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To suppress the display of a graphic on one of the screens
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(i.e. show only on connect, but not on end-level), then
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substitute "-1" for all "x y w h" info bits.
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Specify only the number of lines equal to the number of
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"customXX.tga" graphic files that you provide in your
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custom graphic .pk3.
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7. Define "server_gfxspecfile" with the path/name to the graphics
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specification file you just made in the server's main .cfg
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file.
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8. Restart the server and BAM! your in business.
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9. If you're having trouble, take a look at the example I have
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in cfg-gfxexample. Just copy these two file into the main
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osp/ directory, and add the following line to your server's
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config:
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set server_gfxspecfile "gfxdef.cfg"
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Upon connect, clients should see 3 additional blenders in
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the corners of varying sizes.
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