Home » 2015 » November » 26 » Swat4Editor How to add MenuBackgrounds
10:31 PM
Swat4Editor How to add MenuBackgrounds
How To Set Menu Backgrounds
SWAT4's in-game menu backgrounds are created by rendering a scene from the current map, using a CameraPositionMarker's to set the "eye-point" for these scenes.

They are most notably used for the main menu screens, but this tutorial focuses on the backgrounds unique for each map, such as when players first join a server or goes to the debriefing screen.

The first thing you need to do is add a CameraPositionMarker actor to your map. To do this, open the Class Browser and go to the Enginepackage or browse to Object.Actor along the class path; you should see it listed there.

After adding it to your map, you'll notice that there is no directional arrow (the red arrow that normally appears when you select point based actors) to show where the marker is actually "looking".

CameraPositionMarker Actor

To correct this, open the properties window of the CameraPositionMarker actor, expand the Advanced category near the top, and setbDirectional to True, this means the CameraPositionMarker can be given a direction.

bDirectional Property

You can move and rotate it, just like any other actor until you've positioned it correctly. Of course positioning the marker requires a little guess work, but you can roughly check its position by using the Align Cameras function.

This can be done by right-clicking the CameraPositionMarker actor in any viewport and selecting "Align Cameras" from the pop-up menu. The 3D perspective view will now have roughly the same position and direction as the CameraPositionMarker you selected.

Align Cameras Function
Now that you have a CameraPositionMarker in your map, you need to tell the game when it should be used. This is done by giving each marker a label, when the game displays a particular menu screen it will search your map for a marker with the corresponding label.

To add a label, open the properties window of the CameraPositionMarker actor, select the Label property near the top, and enter one of the pre-defined labels (shown below).

Label Property
Single Player mode only makes use of one marker which is debriefingmenuscene, this is used for the background when displaying the score after a mission has ended.
debriefingmenuscene In-Game
The Multi-player modes make use of the following markers, but not every game mode requires all of these markers.

InitialPositionMarker: This marker is used in all game modes. It is the background shown when players first join a server.

InitialPositionMarker In-Game

BombExplodedMarker: This marker is only used in Rapid Deployment mode. It is the background shown when the SWAT team fails to disarm all of the bombs. Normally this marker is placed at the centre of a 512uu cube (away from the main map), and the explosion effect is generated automatically at this marker's location.

BombExplodedMarker In-Game
You can also change the main menu backgrounds by editing or replacing the swat_splashscene map, just make sure you include the following markers:

BriefingMenuScene: This is used for the single player briefing screens, e.g. the mission, hostage, suspect, etc information.

CampaignMenuScene: This is shown when selecting a campaign profile for playing the single player missions.

CustomMenuScene: This is shown as the background when displaying the quick mission maker menus.

HostMenuScene: This is shown for the server setup screen when hosting a multi-player game.

JoinMenuScene: This is used for the server browser screen when joining a multi-player game.

LoadoutMenuScene: This is shown as the background for the equipment selection screens when playing in single player mode.

MainMenuScene: This is displayed as the background for the main menu.

MissionMenuScene: This is used for the mission selection screen when playing through the campaign in single player mode.

SettingsMenuScene: This is shown as the background for the options menus.

Brought 

Views: 423 | Added by: Hot | Rating: 0.0/0
Total comments: 0
avatar