Objective Icons used for dod_strand


BERSERK3R
06-10-2007, 06:09 AM
I guess the objective Icons used for dod_strand are not one of the defaults, so where are they located then?
I can't seem to find them locally in my sprites folder.

I like to make them like I did my custom ones.

INsane_dod
06-10-2007, 02:05 PM
They are in the .BSP.

To make new ones and override the ones in the .BSP you will have to use the mod_textures.txt file in the dod/scripts folder and add some new entries....

}

"icon_obj_88_allies" //******dod_strand_rc1 and b4*******
{
"file" "sprites/obj_icons/icon_obj_88_allies"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}

"icon_obj_88_axis" //******dod_strand_rc1 and b4*******
{
"file" "sprites/obj_icons/icon_obj_88_axis"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}

"icon_obj_coastgun_allies" //******dod_strand_rc1 and b4*******
{
"file" "sprites/obj_icons/strand/icon_obj_coastgun_allies"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}

"icon_obj_coastgun_axis" //******dod_strand_rc1 and b4*******
{
"file" "sprites/obj_icons/strand/icon_obj_coastgun_axis"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}

"icon_obj_radiotower_allies" //******dod_strand_rc1 and b4*******
{
"file" "sprites/obj_icons/strand/icon_obj_radiotower_allies"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}

"icon_obj_radiotower_axis" //******dod_strand_rc1*******
{
"file" "sprites/obj_icons/strand/icon_obj_radiotower_axis"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}

You can use mine for all custom maps I have so far....
http://dodbits.com/index.php?option=com_remository&Itemid=61&func=select&id=11

Just run the installer and instead of letting it install in the default place, browse to the desktop, make a new folder, install there, move the files out... then click the uninstaller and delete the now empty folder.

The mappers sometime get the names wrong in folders and VMT files, to be accurate you have to browse the .bsp with packrat and get the addresses / extract the icon files if needed.

Are you sure you want to do all that :) This is the only way I know of to make custom icons for custom maps that have the files embedded in the .bsp. so have a play around with my files, place the strand ones in the correct folder... dod/sprites/obj_icons/strand/ and see if they work without a modified mod_textures.txt file in dod/scripts folder... bet they don't :)



Oh BTW... you can use my stuff to make your own pack as always dodbits stuff is "no copyright".

Sabre
06-11-2007, 03:45 AM
I really wish the mappers wouldn't shove it all into the BSP. It makes our job of further modding it much harder, especially if there are silly things that they've missed that are easy to correct if not incorporated into the BSP (dod_vigilance, I'm looking at you).

Dustin Diamond
06-11-2007, 09:33 AM
Hey Berserker, yes, the icons ARE packed into the bsp. The benefit of doing it this way is that the entire file can be compressed further to a bzip2, so that clients can download the files from servers much faster and are less likely to cancel out.

If you still want the actual files, i'd be glad to send them to you, but I'm afraid to say that I dont think it will help in trying to replace them :(. I'd look into Insane's little trick.

BERSERK3R
06-11-2007, 10:04 AM
Thanks a lot for the help!

Couldn't I just put my custom icons to:
strand/icon_obj_radiotower_allies

I will give that a try now.

Dustin Diamond
06-11-2007, 03:21 PM
Unfortunately, no you cant. The source engine look for materials in the following order:

1. bsp
2. local folders (this is usually where you put custom content)
3. gcf (aka, default files)

If the engine finds the material in the bsp, it quits looking. That means all materials packed into the bsp (like most custom content included in custom maps) can not be overwritten by other custom content.

BERSERK3R
06-11-2007, 03:50 PM
Unfortunately, no you cant. The source engine look for materials in the following order:

1. bsp
2. local folders (this is usually where you put custom content)
3. gcf (aka, default files)

If the engine finds the material in the bsp, it quits looking. That means all materials packed into the bsp (like most custom content included in custom maps) can not be overwritten by other custom content.

Bad news, thanks for mentioning.
I'll check Insane's post tomorrow, to tired now.

And what about client side maps, can't you compile the map without embedded icons, but seperate, so I _can_ make custom ones?

And/Or I could give you my customized strand icons and you embed them in a new compiled strand map.

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