AutoBSPpackingTool
AutoBSPpackingTool is a third party tool made for Source developers and mappers. It automatically detects and packs almost every possible custom asset that can be used in a map.
Note:The program requires Microsoft .NET Framework 4.0 or higher.
Tip:It will be better if you pack your custom content referenced in scripts by yourself, because there are a lot of situations in which it's impossible to detect custom assets used in scripts without running the engine.
Important:You should put the program in an individual folder, because it will create a cache folder and a folder to store game configurations in the directory the .exe file is in.
Checkbox | Packed file(s), if existent |
---|---|
.nav (navigation mesh) | /maps/<mapname>.nav
|
.ain (info_node) | /maps/graphs/<mapname>.ain
|
.txt (map description) | /maps/<mapname>.txt
|
.txt (soundscape) | /scripts/soundscapes_<mapname>.txt
|
.txt (soundscript) | /maps/<mapname>_level_sounds.txt
|
.cache (soundcache) | /maps/soundcache/<mapname>.cache
|
.txt (retake bombplants) | /maps/<mapname>_retake.txt
|
.txt (camera positions) | /maps/<mapname>_cameras.txt
|
.txt (map story) | /maps/<mapname>_story.txt
|
.txt (map commentary) | /maps/<mapname>_commentary.txt
|
.txt (particles manifests) | /particles/particles_manifest.txt /maps/<mapname>_particles.txt /particles/<mapname>_manifest.txt
|
.txt (radar information) | /resource/overviews/<mapname>.txt
|
.dds (radar images) | /resource/overviews/<mapname>_radar.dds /resource/overviews/<mapname>_radar_spectate.dds (and vertical sections) |
.svg (map icon) | /materials/panorama/images/map_icons/map_icon_<mapname>.svg
|
.png (map background) | /materials/panorama/images/map_icons/screenshots/1080p/<mapname>.png
|
.kv (player models) | /maps/<mapname>.kv
|
.kv3 (bots behaviour) | /scripts/<any mentioned in scripts or .vmf>.kv3
|
.png (dz spawn mask) | /maps/<mapname>_spawnmask.png
|
.png (dz deployment map) | /materials/panorama/images/survival/spawnselect/map_<mapname>.png
|
.vtf (dz tablet map) | /materials/models/weapons/v_models/tablet/tablet_radar_<mapname>.vtf
|
Contents
Features
- Detects materials, textures, models, sounds (.wav, .mp3, .ogg, .flac), skybox materials, detail files, color correction profiles, particles, etc.
- Detects materials and textures used in models (including skins), also detects $includemodel parameter and gibs.
- Recognizes patch materials.
- Detects .nav (navigation mesh), .ain (
info_node
), .txt (map description), .txt (soundscape), .txt (soundscript), .cache (soundcache), .txt (retake bombplants), .txt (camera positions), .txt (map story), .txt (map commentary), .txt (particles manifests), .txt (radar information), .dds (radar images), .svg (map icon), .png (map background), .kv (player models), .kv3 (bots behaviour), .png (dz spawn mask), .png (dz deployment map), .vtf (dz tablet map). - Detects sounds referenced in soundscape and soundscript files.
- Detects scripts and configs.
- Detects models, sounds, bots behaviour files and other scripts and configs inside detected scripts if and only if they are named with their file extensions (.mdl, .wav, .mp3, .ogg, .flac, .kv3, .nut, .cfg).
Warning:
- The program does not detect assets referenced in scripts with a space in the path.
- Also finds .vmf files specified in
func_instance
entities and packs their custom assets too. - The program reads
gameinfo.txt
(andmount.cfg
for Garry's Mod) to get content search paths. - The program also reads
libraryfolders.vdf
to get steam library folders paths. - Can either pack all the found files into .bsp or save a file with a list of all detected custom assets.
- The program will create a backup copy of the .bsp file (.bsp.backup)
- The program checks for an update on startup.
- The program shows a notification when packing is finished.
Supported games
Tip:You can create your own game configuration or edit existing ones
Native support:
Options
The program can also be used via the command line interface. Below is a list of arguments that can be passed directly when launching the program.
--vmf <path>
- Set the path to .vmf file.
--bsp <path>
- Set the path to .bsp file (if not specified, a file with a list of all detected custom assets will be saved in the cache folder).
--game <index | gamefolder | path>
- Select the game to use. Index is a number of the game in the supported games list starting from 0 (the order of the games in the list may change in the future, so it is better to use the game folder name or the path to it).
- Also, if the program fails to find your Steam path and if you use the path to the game folder in this argument, then the Steam path will be obtained from it.
- Examples: 0, 1, csgo, garrysmod,
C:/Program Files (x86)/Steam/steamapps/common/Counter-Strike Global Offensive/csgo/
- Examples: 0, 1, csgo, garrysmod,
--log
(or-l
)- Create a log file. If this option is enabled and any argument is invalid, a cmd_exit_reason.log file will be created in the cache folder.
--notify
(or-n
)- Show a notification when packing is finished.
--use-native-tools
(or-u
)- Use native (built-in) tools instead of vpk.exe and bspzip.exe.
--addcfg <path>
- Add game configuration (configurations located in
<the directory .exe file is in>/game_cfgs/
will be added automatically).
--gameinfo <path>
- Set the path to the
gameinfo.txt
file if it isn't stored in the default location or the program fails to find it.
--mountcfg <path>
- Set the path to the
mount.cfg
file if it isn't stored in the default location or the program fails to find it (only in ).
--cachedir <path>
- Override default cache folder path (
<the directory .exe file is in>/cache/
).
--no-backup
(or-b
)- Don't create a backup copy of the .bsp file.
Usage with Hammer
You can add a Hammer configuration to pack all the custom assets right after compile. Follow these steps if you want to.
- Add a new compile configuration in the expert compile mode.
- Set its name to
[AutoBSPpackingTool] - Pack data
or whatever you want. - Set the Command to the full path of the program .exe file.
- Example:
C:/Users/user/Downloads/AutoBSPpackingTool.exe
- Example:
- Set the Parameters to:
--vmf $path\$file.vmf --bsp $bspdir\$file.bsp --game $gamedir --notify
and add other arguments if you want. - Done! Now press Go! and wait until the notification appears.
Note:If you are using Hammer++ with a game that isn't officially supported by it (for example, with Portal 2), you may need to manually set the
--game
parameter depending on the game you are using it with, so the complete Parameters for Portal 2 will look like this:--vmf $path\$file.vmf --bsp $bspdir\$file.bsp --game "portal2" --notify
External links
Downloads
Communities
See also
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