- Jul 31, 2009
- 1,590
- 410
:blink: I'll look into it.The remove selected button does not work.
Ah, it seems there's a particular step where it is no longer checking if the "sprite" value is actually an .spr or a .vmt, so it's treating both cases like it would .spr files, adding them without analyzing them.Only packs vmt for sprites and not the vtf.
This shouldn't really be possible. The actual packing is done by Valve's bspzip... PackBsp itself doesn't do any writing to game files except for renaming/moving things when you try to save over the same map.Corrupted a custom model once which resulted in the game crashing on the map (something about the models bounds I think I forgot to record the exact error).
Yeah, in 2.0.3 I realized my strategy for avoiding unused skins only worked on simple models and then failed on complex ones. (Still working on getting that feature back for 2.0.4 or 2.0.5, once I figure out more of the MDL file format.)Sometimes packed unnecessary files for props (i.e. an unused skin or an unused .phy file). Not a big problem as I was expecting it...
My understanding for the .PHY files is that you almost always need them included unless your prop has collisions set to non-solid/bounding-box. Even then, if the prop isn't also static, some run-time code could alter the collision settings back to vphysics (the default setting) which AFAIK requires the data in the PHY file.
Huh, what entity property was that specified on? 95% of the entity-related dependencies rely on the mod's FGD files.but not the locked material
I don't have any plans to support this. There's simply so much that can be done by console commands, and they vary by mod-to-mod. If it becomes a big issue, I might make some sort of configuration file so that people can specify a regular-expression to search client-commands with.and a sound called by point_client command
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