[TUTORIAL] Creating your own animated menu background

Micnax

Back from the dead (again)
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Apr 25, 2009
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This tutorial will show you how to make your own animated menu backdrop, like this:

background_020000.jpg

Something that looks hard can be very, very simple, and very easy to make your own. All it is is the game loading the map into the background using an info_observer_point.

background_020001.jpg

Without the TF2 menu

For this, I'll be using one of my own maps to create a new backdrop, but you can do your own with any existing map (as long as you have the .vmf)

Firstly, open the map you're using in TF2, and find a nice spot you want the camera to be pointing.

mgs_drill_30016.jpg

Ze Spy has found a nice view

Open the console while in your position and type getpos, which dumps your coordinates and view angle to the console. If you're crouching, I recommend you bind this to a key (like F12) for easy access. Now take the coordinates from the console and open your map in Hammer.

backgroundtut1.jpg

Yes, it's still a WiP

Now, since the camera will be in one place, it dosn't need to render the entire map or anything behind the camera's field of view. It also dosn't need any areaportals, occluders, hints, skips or areas that won't be visible (eg. props behind walls), so remove all these. Texture any brushes you won't see with nodraw and turn them to func_detail (unless they are used seal the map). What I ended up with was this:

backgroundtut2.jpg

Huzzah, cut down goodness!

Place a info_observer_point in the map, and take the coordinates from before (hoping you DID write them down) and enter the setang infomation into the Pitch Yaw Roll box. Remember to compile with your skybox (which I forgot to do one time)

backgroundtut3.jpg

It's a bit of a pain to get the actual info_observer_point in the right place.​

After that, save it and name it background_## (Replace the ## with anything you want, I put 02) and compile on whatever settings you like.

Download the valve.rc file and place it in your tf\cfg\ folder, and rename background_02 inside it to whatever your map is called. Load up TF2 and you should have a nice backdrop for your menu!

If you wish to release your background to other places, such as FPSB, remember to pakrat your map (if it has custom textures/models) and include the valve.rc file for the game to load the map.

If you want to download the map shown in this tutorial as your background screen, you can get the files from here.

Enjoy!
 
Last edited:
Sep 12, 2008
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Uh one thing, isn't the command getpos, instead of setpos? Setpos teleports you away, I believe.
 

Acumen

Annoyer
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Jun 11, 2009
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sry, for offtopic question, but where can these rocks in the last screenshot be found ? i'm pretty sure they're not official. any custom map, where i can download them with ?
*cough* :D
 

Micnax

Back from the dead (again)
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Apr 25, 2009
2,109
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Uh one thing, isn't the command getpos, instead of setpos? Setpos teleports you away, I believe.
Ah-ha, yeah, you're right. I type the wrong things sometimes xD

sry, for offtopic question, but where can these rocks in the last screenshot be found ? i'm pretty sure they're not official. any custom map, where i can download them with ?
*cough* :D
They're official, and should be under prop_forest as cliff_wall_## (with ## being the number 1-10). I used Skin 2.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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Metal Gear Sapper.

Also, Protip: Don't forget to Pakrat. (YES, I MEAN YOU, JOODUDE)
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
ah thanks for the enlightment :)
and nice tutorial ! so many things to learn and grasp before i shall start mapping again :D
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Quiet you


I'd take your life,
Not for honour, but for BLU!
In overtime there'll be no one else,
Lag, it's the way I facestab you!
I'm still in my spawn,
Spy Checker!
 
Last edited:

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Just tried but it appears some entities dissapear in this mode :(

mainly prop_dynamic (lamp), func_dustmotes and point_spotlight

here's my try with koth_persia. Do you know if there is a way to circumvent this ?

 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Just tried but it appears some entities dissapear in this mode :(

mainly prop_dynamic (lamp), func_dustmotes and point_spotlight

here's my try with koth_persia. Do you know if there is a way to circumvent this ?


Hmm... If it's possible, set the prop_dynamic's to prop_static.

point_spotlight and func_dustmotes might be a compile bug. I'm not too good on this subject, so you could probably ask Boojum for a better explanation.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Well, all these things do show in the actual map. Its only the background load that seems like disposing of them. It may be a feature, but as I found out an animated background from dustbowl with actual smoke, I wonder...
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Hmm.. I'm not sure whether this is because of the valve.rc file or just something else, but my little chat HUD has seemed to disappear in-game. I can still press y or u to bring up the window with all of the messages, but it can get annoying having to repeatedly check for new messages. Any ideas? :(