VIDE model packing

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
How can I pack models with VIDE?
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I strongly recommend CompilePal instead. It's way easier; just used to pack up antiquity earlier today and it did it literally in 18 seconds, grabbed the stuff from /custom/ and seemed to work flawlessly.

https://tf2maps.net/threads/vbct-replacement-compilepal.23387/

https://tf2maps.net/threads/packing-a-map-with-compile-pal.30228/

The only hiccup was when selecting the map, compilepal acts like it only wants to grab vmf files. Ignore that, and type in your mapname.bsp, choose ONLY the "Pack" option and hit compile. I used to rely on VIDE, but it always took so long to make sure paths were right.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
I strongly recommend CompilePal instead. It's way easier; just used to pack up antiquity earlier today and it did it literally in 18 seconds, grabbed the stuff from /custom/ and seemed to work flawlessly.

https://tf2maps.net/threads/vbct-replacement-compilepal.23387/

https://tf2maps.net/threads/packing-a-map-with-compile-pal.30228/

The only hiccup was when selecting the map, compilepal acts like it only wants to grab vmf files. Ignore that, and type in your mapname.bsp, choose ONLY the "Pack" option and hit compile. I used to rely on VIDE, but it always took so long to make sure paths were right.
I strongly recommend CompilePal instead. It's way easier; just used to pack up antiquity earlier today and it did it literally in 18 seconds, grabbed the stuff from /custom/ and seemed to work flawlessly.

https://tf2maps.net/threads/vbct-replacement-compilepal.23387/

https://tf2maps.net/threads/packing-a-map-with-compile-pal.30228/

The only hiccup was when selecting the map, compilepal acts like it only wants to grab vmf files. Ignore that, and type in your mapname.bsp, choose ONLY the "Pack" option and hit compile. I used to rely on VIDE, but it always took so long to make sure paths were right.
I have been using the pack option while compiling all this time yet not in the right way......... Thanks
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
The only hiccup was when selecting the map, compilepal acts like it only wants to grab vmf files. Ignore that, and type in your mapname.bsp, choose ONLY the "Pack" option and hit compile.

Lol I didn't even know that worked. For the record, if you do choose a vmf with only the pack option, it will search for the matching bsp in maps/ and usually that works just fine.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Lol I didn't even know that worked. For the record, if you do choose a vmf with only the pack option, it will search for the matching bsp in maps/ and usually that works just fine.
It packed the materials, but not the models:/
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
I had issues getting to grips with CompilePal for packing (even though I use it for compiling) so I still use VIDE.

Open up the Pakfile Lump Editor (
64d436f267.png
this button) and open up your map BSP.

Click scan. You'll want to scan /Team Fortress 2/tf/ first (wherever you have that located, it's usually in C:\Program Files\Steam\SteamApps\Common\). Hit Scan again.
You'll see a list of a bunch of stuff, if you click Auto on the right under File Options, then Apply slightly to the left it'll add everything there to the pack.
a9f27c7ce5.png

33ab49974e.png

98891396db.png

5e50450949.png



For any custom folders, repeat the above bit but instead of /Team Fortress 2/tf/ do /Team Fortress 2/tf/custom/[name of folder]/.

Once you're done packing everything, hit Save on the main bit and you're done. Note this packs all skyboxes, materials, overlays, models etc. but won't pack anything not in the hammer level "physically" like sounds or detail sprites. (I use Pakrat for those still)