Chamber Signs

Posted May 11, 2011
So, now that we have the instances for chamber signs, how about using them?
Unfortunately, the icons and text on them is script generated. And a quick dive into the forty bazillion Portal 2 scripts didn't turn out anything useful.
So far, the sign in my Co-Op Chamber only says "Branch 1" and "NONE". Kinda bland, if you ask me!
Has anyone figured out how to use those things already?
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Posted May 13, 2011
Replied 1 day later
This is what I found so far:

There are Ressource Files for the signs, and i highly suppose that they are for the Text on them. Datamining a bit i found a .res file in the scripts\screens\ folder, named mp_progress_sign.res, which contains the following code:

   "BranchNumLabel"
   {
      "ControlName"   "Label"
      "fieldName"      "BranchNumLabel"
      "xpos"         "81"
      "ypos"         "4"
      "wide"         "400"
      "tall"         "100"
      "textcolor"      "black"
      "autoResize"   "0"
      "pinCorner"      "0"
      "visible"      "1"
      "enabled"      "1"
      "tabPosition"   "0"
      "labelText"      "Branch 1"
      "textAlignment"   "Left"

      "font"         "CoopLevelProgressFont_Small"
   }

   "LevelProgressNumLabel"
   {
      "ControlName"   "Label"
      "fieldName"      "LevelProgressNumLabel"
      "xpos"         "81"
      "ypos"         "386"
      "wide"         "400"
      "tall"         "100"
      "textcolor"      "black"
      "autoResize"   "0"
      "pinCorner"      "0"
      "visible"      "1"
      "enabled"      "1"
      "tabPosition"   "0"
      "labelText"      "None"
      "textAlignment"   "Left"

      "font"         "CoopLevelProgressFont_Small"
   }   


Especially the "labelText" "None" and "labelText" "Branch 1" makes me almost certain that it's somehow done with a res file, so if anyone has more knowledge of implementing these, please help us out :O

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4,141 Posts
Admin
Posted May 13, 2011
Replied 6 hours later
I was planning on messing with these tonight and posting my results. I am pretty sure you will need to create a custom .res file, but doing that is pretty trivial.