Need information on Source mods: Files that go with maps

Game discussion and other related chat.

Need information on Source mods: Files that go with maps

Postby Terr on Mon Jul 26, 2010 6:28 am

I'm working on adding a user-editable config file for PackBsp, that specifies what "map includes" exist for common mods and game engines, and I need help to get it to a good default state.

What do I mean by "map includes"? Resources that depend on the map-name, like:
  • maps/mapname.ain (AI annotations for navigation, all engines?)
  • maps/graphs/mapname.nav (Navigation mesh, all engines?)
  • materials/overviews/mapname.vmf (Overview image for DoD/CS:S, maybe others)
  • materials/overlays/mapname_radar.vmf (Radar overlay for CS:S)
  • maps/mapname.txt (Map description, all engines?)

I think I've got most of them down for TF2 and CS:S, but I'm not sure about DoD, Portal, or the various HL2 editions, or even which things are default for a particular engine (Source2006/ep1, Source2007, Source 2009/orangebox)

So if you're a mapper or modder and you can think of something like those "map descriptions" or "map overlays" etc. that you do when making a custom map, please post about them here.
Terr
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 12, 2009 11:35 pm

Re: Need information on Source mods: Files that go with maps

Postby Noodles on Mon Jul 26, 2010 1:26 pm

You'll need the server list map image for TF2
'English as tuppence, changing yet changeless as canal water, nestling in green nowhere, armoured and effete, bold flag-bearer, lotus-fed Miss Havershambling, opsimath and eremite, feudal, still reactionary Rawlinson End.'
User avatar
Noodles
Pheropod
Pheropod
 
Joined: Mon May 09, 2005 3:52 pm
Location: Sweden

Re: Need information on Source mods: Files that go with maps

Postby Terr on Mon Jul 26, 2010 6:04 pm

Noodles wrote:You'll need the server list map image for TF2


I was told those images (the ones seen in the "simplified" server browser) can not be packed into the BSP for distribution, but have to be their own separate file on-disk to work. (Presumably because they need to be accessed quickly without opening up the map-file.)
Terr
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 12, 2009 11:35 pm

Re: Need information on Source mods: Files that go with maps

Postby Mr. Happy on Mon Aug 09, 2010 12:32 pm

Your talking about the .res file that lists custom assets, that's not neccessary if the assets are packed in the bsp.

mapname_particle_manifest.txt and mapname_detail.vbsp should be included.
Image
-You've just been happified!?
User avatar
Mr. Happy
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sat Dec 30, 2006 9:20 am
Location: Flyin' thru "da cloud" in the MotherShip

Re: Need information on Source mods: Files that go with maps

Postby Terr on Mon Aug 09, 2010 7:39 pm

Mr. Happy wrote:mapname_particle_manifest.txt and mapname_detail.vbsp should be included.


Particle manifests are already handled, as well as the detail sprites' VMT file.

AFAIK:
  • The detail-sprite .vbsp is not necessary to pack, since it is only used during the compiling process to semi-randomly generate the detail props in the BSP. It isn't used at runtime.
  • While the detail-sprite VMT (and referenced VTFs) does need to be packed, it is specified in on the worldspawn entity, and can be named whatever.
Terr
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 12, 2009 11:35 pm

Re: Need information on Source mods: Files that go with maps

Postby omnicoder on Mon Aug 09, 2010 10:19 pm

I noticed last time I used it that it doesn't check overlays, infodecals, screenoverlays or projecteddecals.
Image
If only the future implemented IForeseeable...
"whats threading? does it have to do with strings?" - stegarootbeer
User avatar
omnicoder
Been Here A While
Been Here A While
 
Joined: Sun Feb 07, 2010 8:35 am

Re: Need information on Source mods: Files that go with maps

Postby Terr on Tue Aug 10, 2010 1:15 am

Prior to 2.0.1 it didn't see infodecal and info_projecteddecal, since those use the FGD type "decal" rather than "material".

But AFAIK the other two entity types using "material" in the FGDs, and ought to be detected.
Terr
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 12, 2009 11:35 pm

Re: Need information on Source mods: Files that go with maps

Postby Terr on Tue Aug 10, 2010 10:26 pm

Oops.

It seems env_screenoverlay and env_projectedtexture will both need some custom code, neither one works "normally".
Terr
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 12, 2009 11:35 pm

Re: Need information on Source mods: Files that go with maps

Postby omnicoder on Thu Aug 12, 2010 3:22 am

trigger_vphysics_motion also contains a non-browsable property for choosing a sprite material, so I'm guessing it's affected as well.
Image
If only the future implemented IForeseeable...
"whats threading? does it have to do with strings?" - stegarootbeer
User avatar
omnicoder
Been Here A While
Been Here A While
 
Joined: Sun Feb 07, 2010 8:35 am

Re: Need information on Source mods: Files that go with maps

Postby Terr on Thu Aug 12, 2010 8:17 pm

env_projectedtexture is annoying. Apparently the only way to set the material used is through an Input, and currently I don't support I/O stuff. (Because it's a pain in the ass to try to predict what will come out of that system, especially when we start talking about things like AddOutput. :(

trigger_vphysics_motion also contains a non-browsable property for choosing a sprite material


I may give it the same custom-code treatment env_screenoverlay and the color-correction entities have gotten... Or it may be enough now to justify a general config-driven solution for these special case entities. Ex:

Code: Select all
<entclass name="env_screenoverlay">
    <prop name="OverlayName1">
        <prefix>materials/effects/</prefix>
        <suffix>.vmt</suffix>
        <type>MaterialNode</type>
    </prop>
    <prop name="OverlayName2">
        <prefix>materials/effects/</prefix>
        <suffix>.vmt</suffix>
        <type>MaterialNode</type>
    </prop>
    <!-- Properties ending in 3-10 not shown -->
</entclass>
<entclass name="trigger_vphysics_motion">
    <prop name="ParticleTrailMaterial">
        <prefix>materials/</prefix>
        <suffix>.vmt</suffix>
        <type>MaterialNode</type>
    </prop>
</entclass>
<entclass name="color_correction">
    <prop name="filename">
        <type>MiscFileNode</type>
    </prop>
</entclass>
<entclass name="color_correction_volume">
    <prop name="filename">
        <type>MiscFileNode</type>
    </prop>
</entclass>
Terr
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 12, 2009 11:35 pm

Re: Need information on Source mods: Files that go with maps

Postby omnicoder on Fri Aug 13, 2010 3:59 pm

Another oddball is material_modify_control.
Image
If only the future implemented IForeseeable...
"whats threading? does it have to do with strings?" - stegarootbeer
User avatar
omnicoder
Been Here A While
Been Here A While
 
Joined: Sun Feb 07, 2010 8:35 am

Re: Need information on Source mods: Files that go with maps

Postby Terr on Fri Aug 13, 2010 10:48 pm

After poking around with GCFScape (I wish I could search multiple GCFs at once) it seems:
Terr
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 12, 2009 11:35 pm

Re: Need information on Source mods: Files that go with maps

Postby Terr on Sat Aug 14, 2010 12:11 am

Okiedokie, went ahead and cut a release for 2.0.3. It adds workarounds for issues I'll need to solve better later.
Terr
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 12, 2009 11:35 pm

Return to Gaming Chat

Who is online

Users browsing this forum: Google [Bot]