Auto packing?

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
I have a lot of textures in my map that I am not sure where they come from, but when I pack my map, and eventually find one or two, then pack it, my friend has the textures missing. Is there any way to auto pack the textures and models I use in my map without having to manually select them?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974

Izotope

Sourcerer
aa
May 13, 2013
698
764
I really liked this, much better in packing terms as hammer doesn't crash when I interfere but the textures are all still missing for my tester:/
Can you post the compile log? It tells you if the packing was successful.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Here is the log I got from CompilePal (with HDR disabled to save about 15 mins of compiling)
Starting a 'Full - Both' compile.
Starting compilation of C:\Users\****\Documents\Warehouse test.vmf
Valve Software - vbsp.exe (Feb 17 2017)
2 threads
materialPath: C:\Program Files\Steam\steamapps\common\team fortress 2\tf\materials
Loading C:\Users\****\Documents\Warehouse test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/warehouse test/construction/concrete/concreteblendground003_wvt_patch
Patching WVT material: maps/warehouse test/nightfall/cliffwall_wvt_patch
Patching WVT material: maps/warehouse test/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 922 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\****\Documents\Warehouse test.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: invalid neighbor connection on displacement near (748.00 3935.00 -1532.50)
Warning: invalid neighbor connection on displacement near (748.00 1369.69 -1532.50)
Warning: invalid neighbor connection on displacement near (98.00 3935.00 -1499.50)
Warning: invalid neighbor connection on displacement near (748.00 2427.38 -1499.50)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (262728 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1054 texinfos to 771
Reduced 48 texdatas to 42 (1433 bytes to 1156)
Writing C:\Users\John\Documents\Warehouse test.bsp
Wrote ZIP buffer, estimated size 3504, actual size 2620
7 seconds elapsed
Valve Software - vvis.exe (Feb 17 2017)
2 threads
reading c:\users\****\documents\Warehouse test.bsp
reading c:\users\****\documents\Warehouse test.prt
559 portalclusters
1990 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (586)
Optimized: 501 visible clusters (0.23%)
Total clusters visible: 221896
Average clusters visible: 396
Building PAS...
Average clusters audible: 559
visdatasize:83257 compressed from 80496
writing c:\users\****\documents\Warehouse test.bsp
9 minutes, 46 seconds elapsed
C:\Users\****\Documents\Warehouse test.bsp -> C:\Program Files\Steam\steamapps\common\team fortress 2\tf\maps\Warehouse test.bsp
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
And a full HDR included log:
Starting a 'Full - Both' compile.
Starting compilation of C:\Users\John\Documents\Warehouse test.vmf
Valve Software - vbsp.exe (Feb 17 2017)
2 threads
materialPath: C:\Program Files\Steam\steamapps\common\team fortress 2\tf\materials
Loading C:\Users\John\Documents\Warehouse test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/warehouse test/construction/concrete/concreteblendground003_wvt_patch
Patching WVT material: maps/warehouse test/nightfall/cliffwall_wvt_patch
Patching WVT material: maps/warehouse test/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 922 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\John\Documents\Warehouse test.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: invalid neighbor connection on displacement near (748.00 3935.00 -1532.50)
Warning: invalid neighbor connection on displacement near (748.00 1369.69 -1532.50)
Warning: invalid neighbor connection on displacement near (98.00 3935.00 -1499.50)
Warning: invalid neighbor connection on displacement near (748.00 2427.38 -1499.50)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (262728 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1054 texinfos to 771
Reduced 48 texdatas to 42 (1433 bytes to 1156)
Writing C:\Users\John\Documents\Warehouse test.bsp
Wrote ZIP buffer, estimated size 3504, actual size 2620
5 seconds elapsed
Valve Software - vvis.exe (Feb 17 2017)
2 threads
reading c:\users\john\documents\Warehouse test.bsp
reading c:\users\john\documents\Warehouse test.prt
559 portalclusters
1990 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (577)
Optimized: 501 visible clusters (0.23%)
Total clusters visible: 221896
Average clusters visible: 396
Building PAS...
Average clusters audible: 559
visdatasize:83257 compressed from 80496
writing c:\users\john\documents\Warehouse test.bsp
9 minutes, 38 seconds elapsed
Valve Software - vrad.exe SSE (Feb 17 2017)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\john\documents\Warehouse test.bsp
Setting up ray-trace acceleration structure... Done (1.24 seconds)
6148 faces
71 degenerate faces
3470154 square feet [499702176.00 square inches]
98 Displacements
625065 Square Feet [90009432.00 Square Inches]
6077 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
162367 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (204)
transfers 26962022, max 1257
transfer lists: 205.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1572 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (38)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 655/8192 7860/98304 ( 8.0%)
brushsides 13241/65536 105928/524288 (20.2%)
planes 26416/65536 528320/1310720 (40.3%)
vertexes 9088/65536 109056/786432 (13.9%)
nodes 2064/65536 66048/2097152 ( 3.1%)
texinfos 771/12288 55512/884736 ( 6.3%)
texdata 42/2048 1344/65536 ( 2.1%)
dispinfos 98/0 17248/0 ( 0.0%)
disp_verts 3850/0 77000/0 ( 0.0%)
disp_tris 5536/0 11072/0 ( 0.0%)
disp_lmsamples 487228/0 487228/0 ( 0.0%)
faces 6148/65536 344288/3670016 ( 9.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2940/65536 164640/3670016 ( 4.5%)
leaves 2073/65536 66336/2097152 ( 3.2%)
leaffaces 8132/65536 16264/131072 (12.4%)
leafbrushes 1683/65536 3366/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 42884/512000 171536/2048000 ( 8.4%)
edges 23130/256000 92520/1024000 ( 9.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 1005/32768 10050/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17232/65536 34464/131072 (26.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7589976/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 83257/16777216 ( 0.5%)
entdata [variable] 65150/393216 (16.6%)
LDR ambient table 2073/65536 8292/262144 ( 3.2%)
HDR ambient table 2073/65536 8292/262144 ( 3.2%)
LDR leaf ambient 1237/65536 34636/1835008 ( 1.9%)
HDR leaf ambient 2073/65536 58044/1835008 ( 3.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 2620/0 ( 0.0%)
physics [variable] 262728/4194304 ( 6.3%)
physics terrain [variable] 7562/1048576 ( 0.7%)

Level flags = 1

Total triangle count: 18732
Writing c:\users\john\documents\Warehouse test.bsp
4 minutes, 29 seconds elapsed
Valve Software - vrad.exe SSE (Feb 17 2017)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\john\documents\Warehouse test.bsp
Setting up ray-trace acceleration structure... Done (1.21 seconds)
6148 faces
71 degenerate faces
3470154 square feet [499702176.00 square inches]
98 Displacements
625065 Square Feet [90009432.00 Square Inches]
6077 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
162367 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (204)
transfers 26962022, max 1257
transfer lists: 205.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1857 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (42)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 655/8192 7860/98304 ( 8.0%)
brushsides 13241/65536 105928/524288 (20.2%)
planes 26416/65536 528320/1310720 (40.3%)
vertexes 9088/65536 109056/786432 (13.9%)
nodes 2064/65536 66048/2097152 ( 3.1%)
texinfos 771/12288 55512/884736 ( 6.3%)
texdata 42/2048 1344/65536 ( 2.1%)
dispinfos 98/0 17248/0 ( 0.0%)
disp_verts 3850/0 77000/0 ( 0.0%)
disp_tris 5536/0 11072/0 ( 0.0%)
disp_lmsamples 487228/0 487228/0 ( 0.0%)
faces 6148/65536 344288/3670016 ( 9.4%)
hdr faces 6148/65536 344288/3670016 ( 9.4%)
origfaces 2940/65536 164640/3670016 ( 4.5%)
leaves 2073/65536 66336/2097152 ( 3.2%)
leaffaces 8132/65536 16264/131072 (12.4%)
leafbrushes 1683/65536 3366/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 42884/512000 171536/2048000 ( 8.4%)
edges 23130/256000 92520/1024000 ( 9.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 1005/32768 10050/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17232/65536 34464/131072 (26.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7589976/0 ( 0.0%)
HDR lightdata [variable] 7589976/0 ( 0.0%)
visdata [variable] 83257/16777216 ( 0.5%)
entdata [variable] 65150/393216 (16.6%)
LDR ambient table 2073/65536 8292/262144 ( 3.2%)
HDR ambient table 2073/65536 8292/262144 ( 3.2%)
LDR leaf ambient 1237/65536 34636/1835008 ( 1.9%)
HDR leaf ambient 1237/65536 34636/1835008 ( 1.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 2620/0 ( 0.0%)
physics [variable] 262728/4194304 ( 6.3%)
physics terrain [variable] 7562/1048576 ( 0.7%)

Level flags = 3

Total triangle count: 18732
Writing c:\users\john\documents\Warehouse test.bsp
4 minutes, 39 seconds elapsed
C:\Users\John\Documents\Warehouse test.bsp -> C:\Program Files\Steam\steamapps\common\team fortress 2\tf\maps\Warehouse test.bsp
1 File(s) copied
'Full - Both' compile finished in 00:19:01
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
By default, only the "Publish" compile has the Pack option.
gRiCFzf.png


You ran a "Full - Both" compile, which doesn't have it.
Just click "ADD..." to add Pack to your compile options.
DrN72Tl.png
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Thanks so much. I will recompile tomorrow as soon as I can
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Nope. Compiled it and added pack, but not all of the things seemed to have been added. Some models were present but most were not there and the textures didn't seem to work at all:/
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Ok. It is the construction assets it doesn't seem to be fetching which are in custom/some random stuff/more random such/constructionassets
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
It should be
custom / [any folder name] / [materials or models] / [folders n' files]
It's where it auto packed the models when the exe ran: custom\tf2m_construction_pack\materials\models\props_construction/
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Well that is the correct path. (This is the path for the materials that are applied to the models btw)
Ik,but it seems some don't work. The dynamite crates have textures and everything, but other things like the drills just show up as an error message. i have moved all the files into materials(not in custom) and am going to try that way as it has worked for my own props in the past sometimes