#Tutorial to make a L4D2 survival map with custom loading screen?
1 messages · Page 1 of 1 (latest)
you should have 2 loading screen variations, one for a 4:3 aspect ratio and the other for a 16:9 ratio, give the widescreen version the suffix, "widescreen" to the file name
UnlitGeneric
{
$basetexture "VGUI\LoadingScreen_[whateverhere]"
$vertexcolor 1
$vertexalpha 1
$no_fullbright 1
$ignorez 1
$additive 0
}
this is what should be in the vmts for each loading screen vtf
then you specify the loadingscreen texture like so in the mission file ``` // Loading poster data
//
// Note that "posterTitle" and "posterTagline" are often blank as
// the poster usually includes these in the poster image itself.
// If you do not provide a poster, a generic default will be used.
"poster"
{
"posterImage" "loadingscreen_[whateverhere]"
"posterImage_widescreen" "loadingscreen_[whateverhere]_widescreen"
"fullscreen" "1"
//Note L4D2 does not position player names over the poster.
}```
here's more info on mission files if you need https://developer.valvesoftware.com/wiki/L4D2_Mission_Files