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Old 10-06-2011, 03:21 PM   #1
Beltaurb
 
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Made custom map having trouble getting it to show up in game

for L4D2 : Followed tutorial on vpk mine don't show up in game.

Hi I followed the tutorial for how to make a VPK for L4D2, I followed the same when I made a map for L4D1 and it worked, but my VPK shows up on the main menu under Extras, Addons but will not show up when you go to start a single or multiplayer campaign. What would I look for?

My map will not show up when I go to play a campaign. It does show up under Extra addon under the main menu.

I will include my addon info text file. Please if you see something in error please point it out.

// The addoninfo.txt file is a metadata file that is required by all Source Engine Add-ons.

"AddonInfo"
{
addonSteamAppID 550 // 500 is the app ID for Left 4 Dead, 550 for Left 4 Dead 2
addontitle "BBDeadcity" // Add-on title that shows up in Add-ons list. ~20 chars max
addonversion 1.0 // Add-on version.
addontagline "Zombies ate my town!" // Add-on tagline or wrap-up- a short description. ~100 chars max
addonauthor "beltaur belanthor" // Name/alias of the author
addonSteamGroupName "BB_Deadcity" // (Optional) Steam group related to the add-on. We use this to construct a URL to the group page.
addonauthorSteamID "beltaurb" // (Optional) Steam ID of author. We use this to construct a URL to the author's page.
addonContent_Campaign 1 //This addon provides muliple connected maps with a finale
addonURL0 "http://media.steampowered.com/apps/513/deadline2.html" //An html home page for the add-on that includes a download link.

// short description that appears in the Add-on list screen...
addonDescription "My first attempt at L4D2 mapping"

// Authors can add localized descriptions here. (Not yet supported)
addonDescription_FR "Les survivants doivent s'échapper en métro dans cette carte du tutoriel. Obtenez les fichiers et les outils pour créer vos propres cartes en chargeant les outils de création SDK Left 4 Dead 2 qui sont disponibles sous l'onglet "Outils" sur Steam."




My map is a campaign. 2 maps so far, planning more but only if I get this problem fixed otherwise I'm done mapping. Here is my Mission.txt file that I named the same as my map name.

// Mission files describe the metadata needed by campaign-specific add-ons so they can be
// integrated into Left4Dead. The data in this file is used by the game UI, matchmaking and server.
// Although you may provide multiple Campaigns in one add-on by putting more than one .TXT file
// in the missions folder, it's generally a good idea to stick to one per add-on.
//
// HOW TO DEBUG MISSION FILES:
// In the console set "developer 2"
// Then type "mission_reload"
// This will make the game reload all the mission files and print out every chapter for every mode it
// finds. It's very useful to ensure that your mission file is being correctly read.

"mission"
{
// Use a short name, since it is used as a tag on the servers for matching
// your campaign when looking for a dedicated server. Generally it should
// be something unique. One suggestion to is use your initials and a short
// abbreviated name for your campaign. Avoid spaces and special characters.
// Do not change the name when you create a revision, as the matchmaking
// system will consider it a different campaign. Instead, use "Version" and
// "DisplayTitle" below to indicate revisions.
"Name" "bb_deadcity"

// The version number is used when finding campaigns on dedicated servers
// and in matchmaking. If you try to connect to someone in matchmaking
// who has a newer version, you will be directed to download the new
// version. You must increment this to the next integer (whole numbers)every
// time you release an update. (I.E. 1, 2, 3, 4, etc.)
"Version" "1"

// Author is displayed in the UI when people see others playing your
// campaign.
"Author" "beltaur"

// Website is extremely important as people will automatically be sent
// to this URL if they try to join a friend running your campaign. This
// should be the home page for your campaign and it should provide a
// description, a link to download it, and installation instructions.
"Website" "http://media.steampowered.com/apps/513/deadline2.html"

// This name is used when referring to the campaign in the UI.
"DisplayTitle" "BB_Deadcity"
"Description" "Zombies ate my town!"

// Vmt shown behind the end credits when your campaign completes.
// Note: This item needs to have "vgui\" at the front. It is assumed
// for the poster and the map thumbnails.
"OuttroImage" "vgui\OutroTitle_Deadcity"

// 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_Deadcity"
//Note L4D2 does not position player names over the poster.

}

// The modes section lists each of your campaign maps and each mode
// they support. Depending on how you set up your campaign maps,
// you can reuse the same bsp for different modes as is the case with
// coop and versus in this example. This requires setting up entities
// that show up or operate differently for different modes.
//
// The following modes are supported: "coop", "versus", "survival"
//
// Number each map section starting with "1"
//
// "Map" is the name of the bsp of the starting map. (do not include
// an extension)
// "DisplayName" is the name to use for the chapter of the map.
// "Image" is the image used for the chapter in the lobby and
// settings.

"modes"
{
"coop"
{
"1"
{
"Map" "BB_Deadcity_01"
"DisplayName" "Deadcity 1"
"Image" "maps/l4d_Deadcity"
}

"2"
{
"Map" "BB_Deadcity_02"
"DisplayName" "Deadcity 2"
"Image" "maps/l4d_Deadcity"
}
}

"versus"
{
"0"
{
"Map" "l4d_deadline01"
"DisplayName" "Deadline 1"
"Image" "maps/l4d_deadline2"
}

"0"
{
"Map" "l4d_deadline02"
"DisplayName" "Deadline 2"
"Image" "maps/l4d_deadline2"
}
}

"survival"
{
"0"
{
"Map" "l4d_deadline02"
"DisplayName" "Dead Line Survival"
"Image" "maps/l4d_deadline2"
}
}
"scavenge"
{
"0"
{
"Map" "l4d_deadline02"
"DisplayName" "Dead Line Scavenge"
"Image" "maps/l4d_deadline2"
}
}
}

}
 
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Old 10-07-2011, 04:15 AM   #2
Rectus
 
Join Date: Dec 2009
Reputation: 79
Posts: 418
The addoninfo file looks good except for missing the closing curly bracket in the end.

As for the mission file, having a underscore in the "Name" variable might not be allowed. You should also remove or comment out the invalid Dead Line map entries from the unused gamemodes. Also you make sure your mission file has a unique filename like "BBDeadcity.txt".

If you start the game with the -developer 1 flag, or type mission_reload in the console the game will detect and print most errors in the mission files to the console.
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Old 10-07-2011, 09:46 AM   #3
Rayman1103
 
 
 
Join Date: Apr 2010
Reputation: 985
Posts: 3,486
Quote:
Originally Posted by Rectus View Post
As for the mission file, having a underscore in the "Name" variable might not be allowed.
That's true. I've noticed this as well. The name can't have an underscore, it causes issues.
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Old 10-07-2011, 01:21 PM   #4
Beltaurb
 
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I just wanted to say thanks to Rectus and Rayman1103 for their help with my problem. You guys saved me from saying forget this mapping. I found the addoninfo txt problem with the } missing. Thanks. but I also took out the underscores, so don't know which solved the problem, so thanks for both.

On a side note, my map now has a silvery shiny sheen. I have the cubemaps and I built the cube maps in game, and when editing and compiling the map looked fine but now it is all shiny, any suggestions would be welcomed.

I did look at the tutorials and know the problem usually come from lack of cubemaps but I did both.

Fixed shiny problem. Don't no what caused it but just recompiled and then rebuilt cubemaps. Thanks again very much for the assistance.

Last edited by Beltaurb: 10-07-2011 at 01:41 PM.
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Old 10-07-2011, 02:41 PM   #5
HalloweenMan
 
Join Date: Dec 2010
Reputation: 48
Posts: 236
after you build your cubemaps, bring up the console and type "disconnect".

Then when you're at the main menu, with the console still open, type "mat_reloadallmaterials" and "mat_reloadtextures". After that's done, type "map mapname"

That should fix any weird reflection issues.
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Old 10-07-2011, 06:40 PM   #6
ThaiGrocer
 
Join Date: Jul 2009
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Posts: 877
Quote:
Originally Posted by HalloweenMan View Post
after you build your cubemaps, bring up the console and type "disconnect".

Then when you're at the main menu, with the console still open, type "mat_reloadallmaterials" and "mat_reloadtextures". After that's done, type "map mapname"

That should fix any weird reflection issues.
Awesome. Does anybody know what the solution was again for the discoball reflections? It would be good to keep handy in case somebody runs into it. Was it repeatable?
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