ruarai / CompilePal

A tool to assist in the compiling of source engine maps
GNU General Public License v3.0
225 stars 26 forks source link

All my custom content is in custom/, and none of it packed #6

Closed wareya closed 9 years ago

wareya commented 9 years ago

Yes, I had pack enabled. It generated an empty files.txt in CompileLogs.

http://i.imgur.com/pGAuGpe.jpg

Not sure whether it's just /custom/ that isn't being packed, hence the awkwardly worded title.

ruarai commented 9 years ago

That's weird. Is this /custom/ folder in your game folder?

wareya commented 9 years ago

Yes. Also, packing it manually by selecting the subfolder with bspzipgui works.

http://i.imgur.com/Kcw8ynO.png

Main reason I want to use compilepal is so that I don't have to sort content out of content packs every time I start a new map that uses one thing from them, or when I change which content a map uses.

ruarai commented 9 years ago

Can you give me the vmf file so I can have a look at its structure? If not - can you tell me what game you are running?

wareya commented 9 years ago

Add me on steam so I can give you the vmf more privately: http://steamcommunity.com/id/wareya/

ruarai commented 9 years ago

Are you sure it is possible to pack content that is not in vanilla folder directories? I managed to get files from custom directories to be bspzip'd correctly but it never loads at runtime. I don't think custom packed content is loaded the same way.

wareya commented 9 years ago

No, Source doesn't look for "custom" stuff in BSP packed files. There is no such concept anywhere in the engine except for the fact that gameinfo.txt supports wildcards, and tf2's gameinfo.txt has a line saying "custom/*".

"team fortress 2/tf/custom/ironwill/materials/somethingrandom.vmt" should be packed as "materials/somethingrandom.vmt". It's just like how files under "download/materials/whatever" should pack as "materials/whatever".