Is there a real way to compile a bsp?

lunarpumpkin

L2: Junior Member
Aug 31, 2016
72
15
there is no documentation on a way to compile a bsp properly anywhere on the internet, not even valve's wiki

the closest one is pakrat but even then that thing wont add particles and half the textures of my models into my bsp
 

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
compile pal i the only functional packing tool.
Good thing its also really well programmed
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
htjOUSv.png


Check the "Run on compile" box and CompilePal should pack in all relevant files when you compile your map.

If you've already compiled your map and want to pack things in afterwards, VIDE can do that.
EDIT: You can also run the map through with everything but Pack deselected, though I haven't tested it myself.

compile pal i the only functional packing tool.

Pakrat and VIDE are still perfectly functional; their auto-detect functions are just less developed. In addition, CompilePal doesn't have any tools for actually viewing/modifying the pak lump, you just check a box and assume it works.
 
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Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
Apparently deselecting all the compile options and only leaving "Pack" checked will pack the associated BSP without recompiling.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
It should by logic.
Look, you uncheck VBSP.exe, so it doesn't generate a new BSP. Since the other programs need a BSP, they will use the existing one, and the part of CPal which does the packing will take the existing BSP too.
 

lunarpumpkin

L2: Junior Member
Aug 31, 2016
72
15
wheni do full build , it crash with cubemaps but when i try to pack with cubemap , nothing happen
 
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