[GUIDE] The best way to organize your custom content

Yrr

An Actual Deer
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Sep 20, 2015
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It's not even the most organized or efficient method though, thats the thing.

It literally just gives you an extra layer of folders, you can organize just fine with tf/custom without needing to get everything pointing at your special new folder.

Efficiency is not wasting time on convoluted extra things when a simpler solution exists.
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
It's not even the most organized or efficient method though, thats the thing.

It literally just gives you an extra layer of folders, you can organize just fine with tf/custom without needing to get everything pointing at your special new folder.
Or you can just not care and throw it all into /tf, like when you open up a LEGO set and mix together all the bags and pieces.
 

seth

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May 31, 2013
1,019
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It's not even the most organized or efficient method though, thats the thing.

It literally just gives you an extra layer of folders, you can organize just fine with tf/custom without needing to get everything pointing at your special new folder.

You can only go 1 layer deep in tf/custom and you also install custom HUDs, sounds, configs, skins, and a bunch of other game modifying items in there as well.
 

Yrr

An Actual Deer
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Sep 20, 2015
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And that 1 layer is fine if you're organizing properly.

If you're organizing poorly then the extra separation might be useful for you but the majority of people seem to do a good job with just tf/custom.
 

Tumby

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May 12, 2013
1,084
1,190
You can have a ton of organization in just a single folder by the way you name your files. For example, you could put a 0 at the start of a folder name when it contains game mods and use 1 when its a custom asset. So if you order by name, everything is gonna be split in 2 groups just from a single symbol. Obviously 0 and 1 can be replaced with anything else, even words.
 

seth

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May 31, 2013
1,019
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You can have a ton of organization in just a single folder by the way you name your files. For example, you could put a 0 at the start of a folder name when it contains game mods and use 1 when its a custom asset. So if you order by name, everything is gonna be split in 2 groups just from a single symbol. Obviously 0 and 1 can be replaced with anything else, even words.

Yeah, I didn't think of that. That's cool!
 

Yrr

An Actual Deer
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Sep 20, 2015
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I'm not particularly sure showing off my personal custom folder would demonstrate anything since it's organised for my personal workflow, not yours.

By which I mean I totally have some loose shit in there I haven't sorted yet and probably never will.
 

seth

aa
May 31, 2013
1,019
851
I'm not particularly sure showing off my personal custom folder would demonstrate anything since it's organised for my personal workflow, not yours.

By which I mean I totally have some loose shit in there I haven't sorted yet and probably never will.

Oh, well that's okay. It works for you and that's what counts.
 

fubarFX

The "raw" in "nodraw"
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Jun 1, 2009
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The one reason to use this is to keep you tf/ folder clean. its organizational value is up to individuals. I'd say custom/ allows for a level of content separation that will be enough in most cases but adding more things via gameinfo is always an option
 

Gatorix

L1: Registered
May 6, 2015
31
12
Breaking the chain of the argumentative comments... I have a question.

I am working with the customization files that this thread originally was about. However, I get the "Error!" "This is probably not what you intended" window popping up each time I try to compile. Last time this happened, I fixed it by arranging the content packs correctly. However, now, it seems that a "maps" folder and a "materials" folder and a "cfg" folder appear. This messes up the tf_dev folder and the game tells me the search paths are wacked. HOW DO FIX?
 

seth

aa
May 31, 2013
1,019
851
Breaking the chain of the argumentative comments... I have a question.

I am working with the customization files that this thread originally was about. However, I get the "Error!" "This is probably not what you intended" window popping up each time I try to compile. Last time this happened, I fixed it by arranging the content packs correctly. However, now, it seems that a "maps" folder and a "materials" folder and a "cfg" folder appear. This messes up the tf_dev folder and the game tells me the search paths are wacked. HOW DO FIX?

What does your tf_dev folder look like? I guarantee they are loose somewhere.
 

Gatorix

L1: Registered
May 6, 2015
31
12
The following are normal folders and work properly.
content_packs
custom_models
custom_particles
custom_sounds
map_assets
map_dev
gameinfo.txt

The invading folders are:
cfg
maps
materials

When I delete the invading folders, the map compiles and the game loads a bit before exiting and presenting an "Engine Error"
Cannot load file 'scripts/items/items_game.txt'

So. If I have the invading folders, I can't compile. If I don't I can't play.
 

seth

aa
May 31, 2013
1,019
851
The following are normal folders and work properly.
content_packs
custom_models
custom_particles
custom_sounds
map_assets
map_dev
gameinfo.txt

The invading folders are:
cfg
maps
materials

When I delete the invading folders, the map compiles and the game loads a bit before exiting and presenting an "Engine Error"
Cannot load file 'scripts/items/items_game.txt'

Verify integrity of the game cache. Did you move the game info file out the tf folder or did you copy it in? You can't move that file out of tf.
 

Gatorix

L1: Registered
May 6, 2015
31
12
K. Verification finished. They fixed 3 files apparently. Same problems however...
 

seth

aa
May 31, 2013
1,019
851
K. Verification finished. They fixed 3 files apparently. Same problems however...

I don't think that has to do with the content method anyway though. You shouldn't have messed with items_game when setting up this stuff.
 

Gatorix

L1: Registered
May 6, 2015
31
12
So if I want to assimilate the invading folders into the game search... How would I do so?