[SOLVED] Packing Custom Content
Quote from wrathofmobius on August 26, 2012, 7:54 pmI'm having a lot of difficulty packing custom content for a map on the Workshop. I open Pakrat, open the BSP, hit "Add", select the containing folders for the custom materials, and then hit Save. Then, I use p2map_publish to upload to the Workshop. However, when a friend tries the map, the custom materials show up as blank white and the cubemaps are broken. Did I do anything wrong while packing?
EDIT: Turns out the person downloading it from the Workshop wasn't redownloading every iteration. I tried it with someone else and it worked.
I'm having a lot of difficulty packing custom content for a map on the Workshop. I open Pakrat, open the BSP, hit "Add", select the containing folders for the custom materials, and then hit Save. Then, I use p2map_publish to upload to the Workshop. However, when a friend tries the map, the custom materials show up as blank white and the cubemaps are broken. Did I do anything wrong while packing?
EDIT: Turns out the person downloading it from the Workshop wasn't redownloading every iteration. I tried it with someone else and it worked.
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Quote from ChickenMobile on August 26, 2012, 9:09 pmI would use the auto button first and then add in any other files manually that didn't appear through the auto.
You might have missed the texture - therefore ask for a screenshot from your friend to where missing textures are.
EDIT: also always make sure to say yes when it asks to fix up the name.
I would use the auto button first and then add in any other files manually that didn't appear through the auto.
You might have missed the texture - therefore ask for a screenshot from your friend to where missing textures are.
EDIT: also always make sure to say yes when it asks to fix up the name.
Quote from Skotty on August 27, 2012, 4:45 amJust for completeness: Textfiles (Soundscapes, LevelSound scripts) don't get a correct path fixup. Besides this I had a problem with custom level sounds in Portal 2, they weren't load by the game if packed into the map.
Just for completeness: Textfiles (Soundscapes, LevelSound scripts) don't get a correct path fixup. Besides this I had a problem with custom level sounds in Portal 2, they weren't load by the game if packed into the map.
Quote from FourthReaper on August 27, 2012, 8:12 amI know this isn't what your problem is, but when you add a custom vscript (.nut) it won't ask you to change the fixup path either, so you have to manually do that. I learnt that the hard way.
As for the cubemaps, did you save the bsp with a different name, perhaps? That might be a problem, so you have to rebuild cubemaps. I'd just save over the non-packed one though, as you can only break the bsp (which you can easily rebuild), and it does make a back-up bsp file.
ChickenMobile wrote:I would use the auto button first and then add in any other files manually that didn't appear through the auto.Strange, that never works for me it seems. I always add my files in manually.
I know this isn't what your problem is, but when you add a custom vscript (.nut) it won't ask you to change the fixup path either, so you have to manually do that. I learnt that the hard way.
As for the cubemaps, did you save the bsp with a different name, perhaps? That might be a problem, so you have to rebuild cubemaps. I'd just save over the non-packed one though, as you can only break the bsp (which you can easily rebuild), and it does make a back-up bsp file.
Strange, that never works for me it seems. I always add my files in manually.
Quote from HalfPortalLife3 on August 27, 2012, 4:26 pmQuick question, what happens if you don't pack something that has a custom model, custom animation, and custom particles? Specifically what I'm asking is what happens if you don't pack HEPs in a BEEmod map and someone plays it without installing the BEE.
Quick question, what happens if you don't pack something that has a custom model, custom animation, and custom particles? Specifically what I'm asking is what happens if you don't pack HEPs in a BEEmod map and someone plays it without installing the BEE.
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Quote from Skotty on August 27, 2012, 5:12 pmIf someone doesnt has the content, it just doesnt load.
For models a big red ERROR appears.
For sounds, nothing happens.
For textures, ugly visibility bugs can happen if they are on brushes. On models they just get replaced by a default texture.
If someone doesnt has the content, it just doesnt load.
For models a big red ERROR appears.
For sounds, nothing happens.
For textures, ugly visibility bugs can happen if they are on brushes. On models they just get replaced by a default texture.
Quote from FelixGriffin on August 27, 2012, 5:39 pmActually, Portal 2 changed some of those. The ugly ERROR is blue, missing sounds are replaced by some guy saying "Aw, fiddlesticks, what now?!", and particles become a huge spray of red X's.
Actually, Portal 2 changed some of those. The ugly ERROR is blue, missing sounds are replaced by some guy saying "Aw, fiddlesticks, what now?!", and particles become a huge spray of red X's.
Quote from Skotty on August 27, 2012, 5:49 pmFelixGriffin wrote:Actually, Portal 2 changed some of those. The ugly ERROR is blue, missing sounds are replaced by some guy saying "Aw, fiddlesticks, what now?!", and particles become a huge spray of red X's.Some guy? That's Dr. Isaac Kleiner!
Yes, it's still red for all old school mappers
Some guy? That's Dr. Isaac Kleiner!
Yes, it's still red for all old school mappers

Quote from ChickenMobile on August 27, 2012, 6:09 pmThe only thing that doesn't auto add for me is scripts, materials for models and materials that aren't "lightmappedgeneric" - however all of them ask to fix up the path name.
The only thing that doesn't auto add for me is scripts, materials for models and materials that aren't "lightmappedgeneric" - however all of them ask to fix up the path name.