Include/pack things into a bsp (my way)
Quote from Lpfreaky90 on January 14, 2013, 8:25 amCosmicD wrote:UPDATE:Seems like it has something to do with the compiler. If I don't choose expert mode to compile (and I use the normal mode with hdr checkbox), then the information for the waves somehow get included)
Now I'm wondering, what does the compiler do in normal mode what it doesn't do in expert mode ?
In normal compile it uses certain set programs:
vbsp
vvis
vradDepending on the settings you made it gives the programs additional parameters. In expert mode the extra program is automatically added, since it's in the list of build programs, thus it packs stuff.
Seems like it has something to do with the compiler. If I don't choose expert mode to compile (and I use the normal mode with hdr checkbox), then the information for the waves somehow get included)
Now I'm wondering, what does the compiler do in normal mode what it doesn't do in expert mode ?
In normal compile it uses certain set programs:
vbsp
vvis
vrad
Depending on the settings you made it gives the programs additional parameters. In expert mode the extra program is automatically added, since it's in the list of build programs, thus it packs stuff.

Quote from josepezdj on January 14, 2013, 9:27 amyishbarr wrote:What directory via pakrat do you need to write to pak instances?Pakrat allows you to embed the custom content into your .bsp map file. In order to do so, there's an automatic feature that pakrat provide, check out the link I posted above; to use it you need to indicate pakrat your game directoy (portal 2/portal2).
Instances are automatically collapsed when you compile, pakrat has nothing to do with that. Bare in mind that instances are themselves like another map that you put inside your map, and they look like they were separated in your .vmf, but after the compile, everything becomes the same thing, a compiled (.bsp) map, and you can open it with pakrat and it all will be inside...
Pakrat allows you to embed the custom content into your .bsp map file. In order to do so, there's an automatic feature that pakrat provide, check out the link I posted above; to use it you need to indicate pakrat your game directoy (portal 2/portal2).
Instances are automatically collapsed when you compile, pakrat has nothing to do with that. Bare in mind that instances are themselves like another map that you put inside your map, and they look like they were separated in your .vmf, but after the compile, everything becomes the same thing, a compiled (.bsp) map, and you can open it with pakrat and it all will be inside...

Quote from metroid101 on July 29, 2013, 6:57 pmI've done this two or three times to the letter, well to the letter following the tutorial on youtube.
http://www.youtube.com/watch?v=OInSauhy33M
and I can't get my custom sounds to play!!
I have them at 44100 whatever and 128 whatever
Should I try making them .wav instead of .mp3?
I feel like I'm missing something incredibly simple here.
I've done this two or three times to the letter, well to the letter following the tutorial on youtube.
http://www.youtube.com/watch?v=OInSauhy33M
and I can't get my custom sounds to play!!
I have them at 44100 whatever and 128 whatever
Should I try making them .wav instead of .mp3?
I feel like I'm missing something incredibly simple here.
Quote from FelixGriffin on July 29, 2013, 7:28 pmYes, Source expects sounds to be 16-bit WAV PCMs.
Yes, Source expects sounds to be 16-bit WAV PCMs.
Quote from metroid101 on July 29, 2013, 11:36 pmFelixGriffin wrote:Yes, Source expects sounds to be 16-bit WAV PCMs.So it should be a 44100 and 128 .wav file in order to play it properly?
So it should be a 44100 and 128 .wav file in order to play it properly?

Quote from josepezdj on July 30, 2013, 12:32 amI pakrat .MP3 without problems... indeed Pakrat does detect automatically the custom song with the Scan feature. I place the custom sounds into /portal 2/portal2/sound/music/josepezdj btw.
Also make sure that you have your pakrat set up correctly:
- Go to File > Preferences and tick EVERY box there (if not already ticked) to "Autoscan extra files:"
- Also in Preferences, enter the game directory into the "Game root Directory" field.
- Then when you hit the "Scan" button, you should enter your game directory at the top GameDir box too for this feature to work out.For anyone interested, I found some time ago an extensive guide to Pakrat, use it only as reference, it isn't necessary to read it all up
I pakrat .MP3 without problems... indeed Pakrat does detect automatically the custom song with the Scan feature. I place the custom sounds into /portal 2/portal2/sound/music/josepezdj btw.
Also make sure that you have your pakrat set up correctly:
- Go to File > Preferences and tick EVERY box there (if not already ticked) to "Autoscan extra files:"
- Also in Preferences, enter the game directory into the "Game root Directory" field.
- Then when you hit the "Scan" button, you should enter your game directory at the top GameDir box too for this feature to work out.
For anyone interested, I found some time ago an extensive guide to Pakrat, use it only as reference, it isn't necessary to read it all up
Quote from metroid101 on July 31, 2013, 10:54 amjosepezdj wrote:I pakrat .MP3 without problems... indeed Pakrat does detect automatically the custom song with the Scan feature. I place the custom sounds into /portal 2/portal2/sound/music/josepezdj btw.Also make sure that you have your pakrat set up correctly:
- Go to File > Preferences and tick EVERY box there (if not already ticked) to "Autoscan extra files:"
- Also in Preferences, enter the game directory into the "Game root Directory" field.
- Then when you hit the "Scan" button, you should enter your game directory at the top GameDir box too for this feature to work out.For anyone interested, I found some time ago an extensive guide to Pakrat, use it only as reference, it isn't necessary to read it all up
what is the game rood directory? o.o
Also make sure that you have your pakrat set up correctly:
- Go to File > Preferences and tick EVERY box there (if not already ticked) to "Autoscan extra files:"
- Also in Preferences, enter the game directory into the "Game root Directory" field.
- Then when you hit the "Scan" button, you should enter your game directory at the top GameDir box too for this feature to work out.
For anyone interested, I found some time ago an extensive guide to Pakrat, use it only as reference, it isn't necessary to read it all up
what is the game rood directory? o.o

Quote from josepezdj on July 31, 2013, 12:19 pmCheck out where is where you have Portal2 installed, it's where your portal2.exe files is in. Mine is inside:
C:Program Files (x86)SteamSteamAppscommonPortal 2portal2
Check out where is where you have Portal2 installed, it's where your portal2.exe files is in. Mine is inside:
C:Program Files (x86)SteamSteamAppscommonPortal 2portal2
Quote from metroid101 on July 31, 2013, 1:56 pmjosepezdj wrote:Check out where is where you have Portal2 installed, it's where your portal2.exe files is in. Mine is inside:C:Program Files (x86)SteamSteamAppscommonPortal 2portal2
Okay, you know what, screw these custom sounds and whatnot, if I spend all my time trying to get ONE sound to work (let alone the many others) I won't get anywhere in actually making the dang maps.
So here's what I'm gonna do, I'm going to make the maps and then send them to somebody who can actually do this without making a derp out of themselves to have the sounds added.
Everything else I can manage, it's just adding custom sounds and getting them to freaking work that's the issue.My reason for saying this, I've already wasted three days that could've been spent developing the test chambers and recording/editing the custom voice clips I want to add.
C:Program Files (x86)SteamSteamAppscommonPortal 2portal2
Okay, you know what, screw these custom sounds and whatnot, if I spend all my time trying to get ONE sound to work (let alone the many others) I won't get anywhere in actually making the dang maps.
So here's what I'm gonna do, I'm going to make the maps and then send them to somebody who can actually do this without making a derp out of themselves to have the sounds added.
Everything else I can manage, it's just adding custom sounds and getting them to freaking work that's the issue.
My reason for saying this, I've already wasted three days that could've been spent developing the test chambers and recording/editing the custom voice clips I want to add.