An appeal to all mappers - bspzip!
Quote from Tigger on May 6, 2008, 2:25 pmGo ahead and edit the publish page. I don't mind.
I would suggest when you want to replace text you could post on the talk page your suggestion/alternative. I'll try to keep active to collaborate.
Go ahead and edit the publish page. I don't mind.
I would suggest when you want to replace text you could post on the talk page your suggestion/alternative. I'll try to keep active to collaborate.
Quote from mazk1985 on May 7, 2008, 11:11 amI tried using pakrat to embed music, soundcache and the nodegraph for a map but the nodegraph gets rebuilt and the music doesn't play. I load the map in pakrat, press scan and add the files. The filesize increases so I guess the embedding worked but the map can't seem to find the assets in game. I havn't tried the auto feature.
Does it support the latest source build cos the last pakrat release is fairly old.
Has anyone else experienced similar problems?
I tried using pakrat to embed music, soundcache and the nodegraph for a map but the nodegraph gets rebuilt and the music doesn't play. I load the map in pakrat, press scan and add the files. The filesize increases so I guess the embedding worked but the map can't seem to find the assets in game. I havn't tried the auto feature.
Does it support the latest source build cos the last pakrat release is fairly old.
Has anyone else experienced similar problems?
Quote from msleeper on May 7, 2008, 11:17 amAfter you added the files, you wrote them to the file right? Like you didn't just press "add" and then quit the program?
After you added the files, you wrote them to the file right? Like you didn't just press "add" and then quit the program?
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Quote from mazk1985 on May 7, 2008, 12:03 pmSorry I forgot to mention that. I did save the bsp after and the file size increased by the amount i would expect it to so its definately embedded. I'll retry it using the auto feature or something
Sorry I forgot to mention that. I did save the bsp after and the file size increased by the amount i would expect it to so its definately embedded. I'll retry it using the auto feature or something
Quote from Aldéz on May 7, 2008, 12:14 pmmazk1985 wrote:I tried using pakrat to embed music, soundcache and the nodegraph for a map but the nodegraph gets rebuilt and the music doesn't play. I load the map in pakrat, press scan and add the files. The filesize increases so I guess the embedding worked but the map can't seem to find the assets in game. I havn't tried the auto feature.Does it support the latest source build cos the last pakrat release is fairly old.
Has anyone else experienced similar problems?
When you save the map with the new embedded files, it's in a sense a different file. The game detects that the map has been updated and rebuilds the nodegraph in case that the actual world had been changed. Pakrat can fix this kind if problem for nav files in Counter-Strike: Source, but not for ain files (at least not in my experience).
If you've done it right, the game should be able to play the embedded music. Have you checked that the paths are correct?
Does it support the latest source build cos the last pakrat release is fairly old.
Has anyone else experienced similar problems?
When you save the map with the new embedded files, it's in a sense a different file. The game detects that the map has been updated and rebuilds the nodegraph in case that the actual world had been changed. Pakrat can fix this kind if problem for nav files in Counter-Strike: Source, but not for ain files (at least not in my experience).
If you've done it right, the game should be able to play the embedded music. Have you checked that the paths are correct?
Quote from Number1SuperGuy on May 7, 2008, 2:30 pmSorry for barging into your discussion, I was just thinking that the publishing guide should stress the value, and professional polish, of having the map in a BMZ format. I think it should also give instructions on how to convert the map (or map pack) into a BMZ, or at least link to Valve's wiki on making BMZ files: http://developer.valvesoftware.com/wiki/Bonus_Maps
As far as publishing goes, I wouldn't consider a map to be really "done" unless it was in the BMZ format. To me, BMZ is a signal that the map is in its final version and ready to be publicly distributed, i.e. published
Sorry for all the BMZ propaganda!
Sorry for barging into your discussion, I was just thinking that the publishing guide should stress the value, and professional polish, of having the map in a BMZ format. I think it should also give instructions on how to convert the map (or map pack) into a BMZ, or at least link to Valve's wiki on making BMZ files: http://developer.valvesoftware.com/wiki/Bonus_Maps
As far as publishing goes, I wouldn't consider a map to be really "done" unless it was in the BMZ format. To me, BMZ is a signal that the map is in its final version and ready to be publicly distributed, i.e. published
Sorry for all the BMZ propaganda!
Quote from mazk1985 on May 7, 2008, 3:32 pmTried pakratting it again and it worked this time! I think I may not have waited long enough for the music to start last time. My bad. Its spot on now anyway so I can make a BMZ for pmk4. yay
Shame you can't embed the .ain file without having to rebuild the node graph. Its only a small gripe but embedding custom music and textures is a must. I may have to fire up photoshop to make some custom signs.
I know this isn't totally relevant but does anyone know of a good text to voice program to make your own glados speeches
Tried pakratting it again and it worked this time! I think I may not have waited long enough for the music to start last time. My bad. Its spot on now anyway so I can make a BMZ for pmk4. yay
Shame you can't embed the .ain file without having to rebuild the node graph. Its only a small gripe but embedding custom music and textures is a must. I may have to fire up photoshop to make some custom signs.
I know this isn't totally relevant but does anyone know of a good text to voice program to make your own glados speeches
Quote from Tigger on May 13, 2008, 12:45 amHas anyone been able to embed an .ain into a .bsp, and then the .bsp into a .bmz and not get the "Node rebuilding..." message when running the map the first time? Should I just put the .ain into the .bmz?
Has anyone been able to embed an .ain into a .bsp, and then the .bsp into a .bmz and not get the "Node rebuilding..." message when running the map the first time? Should I just put the .ain into the .bmz?
Quote from Aldéz on May 13, 2008, 7:30 amhttp://wiki.thinkingwithportals.com/wiki/Publishing_A_Map
Quote:Warning: If you add an .ain to your .bsp, you'll run into the issue where the .bsp is always now 'later' than your .ain file, and will recompile the node graph first time you run the map from the package. The way around this is to make sure your .ain file is 'newer' than the .bsp you're adding it to. You do this by moving your clock forward (go a year ahead since every time the .bsp is unpacked it creates a new timestamp) before you generate the .ain file, then move the clock back before adding it to your .bsp.
http://wiki.thinkingwithportals.com/wiki/Publishing_A_Map
Quote from rellikpd on May 13, 2008, 10:19 amAld?z wrote:Quote:...You do this by moving your clock forward.....just don't move it to or past the year 2012... cuz then the world will end
just don't move it to or past the year 2012... cuz then the world will end