Re: Tools (Useful Programs) List
Posted: Wed Feb 09, 2011 5:12 pm
http://www.interlopers.net/forum/viewto ... 25&t=31005
PackBSP
(didn´t test it yet)
For pack the custom content of a map. Maybe can have some bugs.
Features:
* Directly reads the BSP file to determine the assets it depends upon
* Examines the same information Steam and the Source engine does in order to determine what directories and archives (e.g. GCF files) are used by a game.
* Examines the game archives (ex. GCF) when finding assets, so it knows when an asset is truly "missing".
* Reads materials and discovers required materials/textures
* Reads models and discovers required materials for skins. For static models, only the skins actually in-use are packed.
* Reads soundscapes and includes custom .wav files
* Reads particle manifests and includes .pcf files
* Includes detail sprites
* Includes custom skyboxes
* Handles custom attributes from TF2 control points and flags (more mods later)
* Finds miscellaneous requirements, like from move_rope and func_smokevolume, among others
* Includes ambient_generic sounds (WAV)
* ... and other minutia and special cases.
* Detect and ignore cubemaps
* Warn when someone has a file both on-disk and in-gcf with the same relative path
* Support SourceMods somehow, probably with an option for a passed-in exclusion list
* Option for a "must include" list as well, so mappers can easily handle edge-cases.
* Get up to speed with the new TF2 entity dependencies (like custom flag models)
* Figure out how to best manage map entity checks to support multiple mods' features beyond TF2s
* Clearer command-line output.
* GUI interface
* Installer
PackBSP
(didn´t test it yet)
For pack the custom content of a map. Maybe can have some bugs.
Features:
* Directly reads the BSP file to determine the assets it depends upon
* Examines the same information Steam and the Source engine does in order to determine what directories and archives (e.g. GCF files) are used by a game.
* Examines the game archives (ex. GCF) when finding assets, so it knows when an asset is truly "missing".
* Reads materials and discovers required materials/textures
* Reads models and discovers required materials for skins. For static models, only the skins actually in-use are packed.
* Reads soundscapes and includes custom .wav files
* Reads particle manifests and includes .pcf files
* Includes detail sprites
* Includes custom skyboxes
* Handles custom attributes from TF2 control points and flags (more mods later)
* Finds miscellaneous requirements, like from move_rope and func_smokevolume, among others
* Includes ambient_generic sounds (WAV)
* ... and other minutia and special cases.
* Detect and ignore cubemaps
* Warn when someone has a file both on-disk and in-gcf with the same relative path
* Support SourceMods somehow, probably with an option for a passed-in exclusion list
* Option for a "must include" list as well, so mappers can easily handle edge-cases.
* Get up to speed with the new TF2 entity dependencies (like custom flag models)
* Figure out how to best manage map entity checks to support multiple mods' features beyond TF2s
* Clearer command-line output.
* GUI interface
* Installer