BSPZIP: Difference between revisions
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* Trying to [[Cubemaps#Building cubemaps|build cubemaps]] on a already compressed map will result in the game crashing!}} | * Trying to [[Cubemaps#Building cubemaps|build cubemaps]] on a already compressed map will result in the game crashing!}} | ||
{{bug|tested={{tf2}} {{css}}|Map compression may sometimes result in packed [[ADPCM]] and [[MP3]] audio files not properly caching, resulting in improper playback on subsequent loads | {{bug|tested={{tf2}} {{css}}|Map compression may sometimes result in packed [[ADPCM]] and [[MP3]] audio files not properly caching, resulting in improper playback on subsequent loads{{cite|1}}. This does not happen if the [[soundcache|audio cache]] was created when the BSP file was uncompressed, or when using uncompressed audio formats. This also does not seem to occur when using {{tf2|4.1|addtext='s}} workshop uploader{{cn}}.<br> | ||
Since files which are flagged as streaming ({{code|<nowiki>*</nowiki>}} [[sound character]]) are not loaded from the cache, they are unaffected by this bug. As such, it may be preferable to only use ADPCM for looping music.{{workaround|Don't compress the compressed formats | Since files which are flagged as streaming ({{code|<nowiki>*</nowiki>}} [[sound character]]) are not loaded from the cache, they are unaffected by this bug. As such, it may be preferable to only use ADPCM for looping music.<br>Likewise, engine versions which do not use the sound cache ({{strata}} {{jb3}}) are unaffected by this bug.{{workaround|Don't compress the compressed formats{{cite|1}}. This can be done with {{VPKEdit|4.1}}: | ||
# Add all files and folders to be packed to the uncompressed BSP, ''except'' the {{code|sound}} folder (using your packer of choice). | # Add all files and folders to be packed to the uncompressed BSP, ''except'' the {{code|sound}} folder (using your packer of choice). | ||
# Compress the BSP. | # Compress the BSP. | ||
# Open the compressed BSP in VPKEdit. | # Open the compressed BSP in VPKEdit. | ||
# Go to {{code|Edit>Options>Properties...}}, and change "Compression Type Override" to "Per-entry", and click OK. | # Go to {{code|Edit>Options>Properties...}}, and change "Compression Type Override" to "Per-entry", and click OK. | ||
# Go to {{code|Edit>Options>Add Folder...}}, and select the {{code|sound}} folder that will be packed. Save the BSP. }} | # Go to {{code|Edit>Options>Add Folder...}}, and select the {{code|sound}} folder that will be packed. Save the BSP. | ||
This, however, isn't feasible for TF2 Workshop maps, because the Workshop uploader forcibly recompresses the BSP before uploading.}} | |||
}} | }} | ||
{{bug|hidetested=1|[[ANI]] files will not load correctly from a compressed BSP.}} | {{bug|hidetested=1|[[ANI]] files will not load correctly from a compressed BSP.}} | ||
| Line 94: | Line 95: | ||
* {{gmod}} supports compressed BSPs, but the BSPZIP included with {{gmod}} doesn't support repacking ([https://github.com/Facepunch/garrysmod-requests/issues/2372 relevant GitHub request]). Use the BSPZIP that comes with {{tf2}} instead. }} | * {{gmod}} supports compressed BSPs, but the BSPZIP included with {{gmod}} doesn't support repacking ([https://github.com/Facepunch/garrysmod-requests/issues/2372 relevant GitHub request]). Use the BSPZIP that comes with {{tf2}} instead. }} | ||
{{tip|The map will need to be decompressed before BSPZIP will allow new files to be packed into the BSP. | {{tip|The map will need to be decompressed before BSPZIP will allow new files to be packed into the BSP. | ||
{{workaround| | {{workaround|Edit the compressed BSP directly with {{vpkedit|2}}.}} | ||
}} | }} | ||
| Line 116: | Line 116: | ||
* [[GCFScape]] (Read-only tool for inspecting BSP contents) | * [[GCFScape]] (Read-only tool for inspecting BSP contents) | ||
{{references|1= | |||
{{citation|cite id=1|1=[https://github.com/ValveSoftware/source-sdk-2013/issues/1322 A potential fix to mp3 and shader caching bug. Needs engine changes. · Issue #1322 · ValveSoftware/source-sdk-2013] on GitHub}} | |||
}} | |||
[[Category:Official Source Tools]] | [[Category:Official Source Tools]] | ||
Latest revision as of 11:39, 1 December 2025
BSPZIP is a command-line tool that allows arbitrary files to be embedded within a BSP. When the map is being loaded the files will be mounted as if they were present in the game's real content folders.
In some instances, it may be necessary to open via hash, as certain operations will cause additional data to be written after the "pakfile" lump in the BSP.
materials/ folder may fail to be packed into the BSP, use subfolders for custom materials.example:
materials/my_custom_materials/ (tested in: While it is usually a good idea to BSPZIP content, there are times when it can cause problems and other times when it won't work at all (e.g., for Maplist Thumbnails). When this happens, a resource list can be used instead.
Usage
BSPZIP is found at "common\<gamename>\bin\bspzip.exe". It performs several functions:
Adding a List of Files
The most common function. There are two related commands:
-addlist <input bsp> <file list> <output bsp> -addorupdatelist <input bsp> <file list> <output bsp>
Include file extensions. The former command packs all files in the list, the latter (untested, Orange Box only) packs only those that have changed since the last operation.
The "file list" is a .txt file containing this pattern:
internal_path/file1 external_path\file1 internal_path/file2 external_path\file2 ...
- Internal paths (relative paths) are the location the file will take within the BSP; e.g., materials/metal/new_steel.vmt.
- External paths (absolute paths) are the location of the file to be packed, e.g., C:\Users\Public\our_maps\materials\metal\new_steel.vmt.
For example:
materials/foo/bar.vtf D:\Steam\steamapps\common\Counter-Strike Source\cstrike\custom\stuff\materials\foo\bar.vtf materials/foo/bar.vmt D:\Steam\steamapps\common\Counter-Strike Source\cstrike\custom\stuff\materials\foo\bar.vmt sound/lorem/ipsum.mp3 D:\Steam\steamapps\common\Counter-Strike Source\cstrike\custom\stuff\sound\lorem\ipsum.mp3
Adding a Single File
The same principle as above, but without a file list.
-addfile <input bsp> <internal path> <external path> <output bsp>
Viewing and Extracting Files
If you have an archive tool installed that is able to look inside BSPs, it's better to use that. If you don't, these are the commands you need:
-extract <bsp file> <output.zip> -extractfiles <bsp file> -dir <bsp file>
Handling Cubemaps
Should be self-evident:
-extractcubemaps <bsp file> <output folder> -deletecubemaps <bsp file>
Testing
There are situations where files won't be loaded from BSP files correctly. As time goes on, they become fewer in number, but it's always worth checking regardless. The easiest way to do so is moving all of the embedded content out of the game's folders—or even better, not storing it there in the first place.
Compression
(in all games since
) (also in
)
Repacking allows you to compress your map using
LZMA to save hard drive space and download times. To repack a map and compress it, these commands are used:
-repack -compress <bsp file>
To decompress repacked maps, run the same command but ommit the -compress command:
-repack <bsp file>
- Repacked maps won't work in
Source Filmmaker and will crash the program on load! - Trying to build cubemaps on a already compressed map will result in the game crashing!
Since files which are flagged as streaming (
* sound character) are not loaded from the cache, they are unaffected by this bug. As such, it may be preferable to only use ADPCM for looping music.Likewise, engine versions which do not use the sound cache (
- Add all files and folders to be packed to the uncompressed BSP, except the
soundfolder (using your packer of choice). - Compress the BSP.
- Open the compressed BSP in VPKEdit.
- Go to
Edit>Options>Properties..., and change "Compression Type Override" to "Per-entry", and click OK. - Go to
Edit>Options>Add Folder..., and select thesoundfolder that will be packed. Save the BSP.
- The BSPZIP included with
Authoring Tools doesn't support repacking.
automatically compresses BSPs when uploading to the workshop.
supports compressed BSPs, but the BSPZIP included with
doesn't support repacking (relevant GitHub request). Use the BSPZIP that comes with
instead.
GUIs/Replacements
The following GUI tools are often preferred to BSPZIP directly, and they may aid you in determining which files need to be packed into your map.
Compile Pal- Packbsp
Map Analyst
Pakrat
VIDE
VPKEdit
Moltard's BspZipGUI(2020) - This app allows you to embed a folder with your files into BSP file, repack (compress and decompress) and can save different map configurations. It uses bspzip for the actual packing.- BspZipGui(2016) - The app allows you to embed a folder with your files into BSP file in just a few clicks. It uses bspzip for the actual packing.
AutoBSPpackingTool - Automatically detects content that is used in the map and packs it. It has a GUI as well as a command line interface which makes it easy to add as a compile step in Hammer.- QuickPack - This script quickly finds and packs all dependencies in a map. For models with different skins, it only packs used skins to save file space.
TeamSpen's Hammer Addons - This includes a post-compiler which automatically finds and packs custom content, and adds entities to control auto-packing.
See also
- Resource list (Alternative method to push content to users)
- GCFScape (Read-only tool for inspecting BSP contents)
References
| References |
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