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I'm sure there are some VMT parameters I should be looking at that I'm not, like $burndetail. If it's not packing something you think it should, send me the details and I'll try to patch it.
One question about the cubemap textures (i hope this isn't too OT either). Is there any gain from packing them into the vpk? It's the same textures that get packed into the .bsp, right? I've seen them inclued in a few campaigns, but never noticed any missing reflections when I've tested my vpks without them.
If it's already embedded into the BSP, then you do not need to separately include it. You can use Pakrat to scan the BSP:
https://developer.valvesoftware.com/wiki/Pakrat
A cool idea for Campaign Packager is to scan the VMF itself for models, materials, sounds, etc. Then it can recursively search through and include related files. If you need a VMF parser, I wrote one in c++ a while back which I can share. Maybe you can convert the code to Perl?
Anyhow, I used Campaign Packager and it worked flawlessly for me. Gonna be super helpful :) Thank you sir!
It's funny you mention the VMF parsing. I already have one that I wrote to compact texinfos for tool materials.as they still count towards limits. I was going to merge it, mainly to get vscripts and ambient generics but I figured it would be a bit more complicated for the user as the vmfs might be anywhere on the filesystem where the other assets are fixed in layout relative to the game root..
Maybe what I'll do is make a separate tool can spit out the appropriate mission include comments
//PACKMISSION(scripts\vscripts\blahblah.nut)
as well as compact materials, and properly collapse instances. Hammer always messes it up, and I find it annoying that SFM's vbsp can't deal with them.
I might actually whip up a vmf2smd converter as well, mainly for vsscript2smd[www.leeland.net]. It would be nice if propper had an option to envelop func_ brushes to a bone named after their name but not going to happen so I may myself. Would be nice if you could blow up a func_physbox scene, then you could record out the animation, compile your vmf geometry as smd, and have a whole working model without having to envelope a million pieces of debris. I also need to finish porting that to the Beta, unfortunately it's going to be limited to 10fps, unless maybe I can steal HUD_SPECIAL_TIMER0, etc to drive the clock
What we really need is OnGameFrame(). I updated the VScript suggestions thread asking for something that fires more often.
Now take the map, change the script to your newly compiled model, change your physbox, to func_brush, your prop_physics to prop_dynamics and change the RegisterProp() hook to ParentProp().
As far as I know, there is no way in engine to get at mesh data. Ideally, you would be able to take all your func_physbox, etc and make that part of a single model. That's what I was hoping for in Propper. An option to envelope func brushes to a bone named after themself, and have them in ascii order. If that were the case, the animation would mate perfectly with the propper geometry model