Updating PackBSP to work with Portal 2
If anybody can think of important ways Portal 2 differs from the previous engines (such as the inclusion of new Shader parameters) please post details here and I'll refer back to this thread when I manage to get far enough in the rewrite.
TODO:
- Determine if there are new dependencies via "sound operator stacks"
The problem isn't so much the BSP format (the specific "pakfile lump" it modifies has not changed much, even if other parts have) but that PakRat won't be keeping pace with things like newer shader-parameters, TF2 level snapshots, particle manifests, settings on entities in Hammer, etc.
A few differences in favor of PackBSP:
- Open-source, so if I get hit by a meteor the project doesn't have to die too.- Currently maintained.- Reads the same FGD files Hammer uses (ex: recognizes TF2 control point icon textures)- Can see inside GCFs, so it can tell you when something is truly "missing".- "Crawls" all the assets in your map, including things like inspecting sound-scape scripts for WAV files.- Exposes some things via XML configuration files (ex: if you are working on an obscure mod that uses $heatvisiontexture to point to a .vtf, you can use a text editor to tell PackBSP to "care" about that.)
(BTW, something seems to be messed up with the forum CSS for bulleted lists.)