Custom Team Color Maps

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blkbeltolson
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Custom Team Color Maps

Post by blkbeltolson »

What is it that decides which teams are used in the CTF maps? I Want to build my own map with my own team color variation. What do you have to edit or change to assign team colors to a map?

I fully understand I would have to make team colored textures, lighting, and so forth. Not sure about the scoreboard colors. Does anyone know where the game decides which teams are used in the map? Or is that in some other location? Thanks for any help.

like say I wanted to make a map where it would be the Blue team Against the Green team. Or Gold Against Green, and so forth. I'm not interested in the CTF4. Just 2 teams.
blkbeltolson
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Re: Custom Team Color Maps

Post by blkbeltolson »

Also, after reading some more, it looks like there are no gold and green flag textures, even though they were made for the CTF4 mod (I could get textures from that). Sounds like this might be a pain in the ass.
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Chamberly
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Re: Custom Team Color Maps

Post by Chamberly »

There are some textures been made, you can find them on some 4 ways map.

Search CTF4.u for example.
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JackGriffin
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Re: Custom Team Color Maps

Post by JackGriffin »

Open editor.
Open Texture browser.
Select Skins.
Look for JFlag13 & JFlag14.

As for the team assignments, you could code a mutator that does the team selection for you. Look at Unrealshare.TeamGame to see where to force your changes. In the def props it looks like this:

Code: Select all

defaultproperties
{
     MaxTeams=2
     MaxTeamSize=16
     NewTeamMessage=" is now on "
     TEAM_Blue=1
     TEAM_Green=2
     TEAM_Gold=3
     TeamColor(0)="Red"
     TeamColor(1)="Blue"
     TeamColor(2)="Green"
     TeamColor(3)="Gold"
     bCanChangeSkin=False
...
}
Just follow these existing team declarations to force your own choices in the game.
So long, and thanks for all the fish
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EvilGrins
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Re: Custom Team Color Maps

Post by EvilGrins »

blkbeltolson wrote:it looks like there are no gold and green flag textures
Oh, there are...
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...there are!
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http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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blkbeltolson
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Re: Custom Team Color Maps

Post by blkbeltolson »

Thanks, I will check into that information on team choosing. I have a problem with flags though.

I exported the red flag texture, and blue flag texture, edited them to what I wanted. Saved them as different names.. blablared blablablue etc... imported the textures into a package, and saved the utx package. Opened up a map, and changed the flag textures from the standard to my new ones. I could see both of them perfectly in the editor. I start the game, and the red flag reverts back to the standard red flag.,,,,,,wtf. So I go look and it does say my texture for the flag and yet i DO see it in the editor. The blue flag however DOES work in game. I thought maybe the red texture was messed up, so I put the red texture on the blue flag, started the game, and the red texture was working. Now what in the F is causing this to happen. If I put the blue texture on the red flag, it stays the red flag in game....

Once the flag is taken, it reverts back to the normal flags until there is a score, I don't know what I have to do so they dont revert back, at this point Im just trying to figure out why the red flag is over writing any texture I put in there.
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papercoffee
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Re: Custom Team Color Maps

Post by papercoffee »

For the reverting back to default if taken till someone scored ...this is caused because the Flag standing in the base and the Flag dropped on the ground and the Flag which is carried on the back are three different models.

For the other stuff ...I know there is some issue with the red Flag in CTF ...but I can't remember what exactly.

I'm certain our script and engine gurus will explain it better. ;)
TheRoel-R
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Re: Custom Team Color Maps

Post by TheRoel-R »

You have to use the Multitskin fields of the red flag to set the texture. Then it should appear properly.
JackGriffin
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Re: Custom Team Color Maps

Post by JackGriffin »

This is the source code from Dane's AdultFlags mod. Don't make the problem harder than it needs to be:

Code: Select all

class AdultFlags expands Mutator;

#exec TEXTURE IMPORT NAME=RFlag FILE=Textures\RedFlag.bmp Group=CTF MIPS=ON
#exec TEXTURE IMPORT NAME=BFlag FILE=Textures\BlueFlag.bmp Group=CTF MIPS=ON


simulated function bool AlwaysKeep(Actor Other)
{
	if ( Other.IsA('FlagBase'))
		{
		if ( FlagBase(Other).Team == 0 )
			{
			FlagBase(Other).MultiSkins[0] = Texture'RFlag';
			}
		else
			{
			FlagBase(Other).MultiSkins[0] = Texture'BFlag';
			}
		}

	if ( Other.IsA('CTFFlag'))
		{
		if ( CTFFlag(Other).Team == 0 )
			{
			CTFFlag(Other).MultiSkins[0] = Texture'RFlag';
			}
		else
			{
			CTFFlag(Other).MultiSkins[0] = Texture'BFlag';
			}
		}
		
	if ( NextMutator != None )
		return ( NextMutator.AlwaysKeep(Other) );
	return false;
}

defaultproperties
{
}
So long, and thanks for all the fish
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