Advanced customization through clever use of PackBSP

Discussion in 'Mapping Questions & Discussion' started by Pocket, Oct 9, 2012.

  1. Pocket

    aa Pocket func_croc

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    I know there are gimmick maps out there (the Mega Man one, the Moonwalker one) that replace standard sounds, like the killcam sound, to match the map's theme. My guess was that they force-packed .wav files with the same filename into the BSP file and let the game's override system take it from there. So I examined the files in Crafty's File System Browser, and sure enough, there they were.

    My question is, how much can I hack using this technique? Can I, for example, customize the surface properties data using custom decals and hit/walk sounds? How about overriding the announcer's lines? Models for the engineer's buildings? Particle effects? Where, exactly, does the game draw the line between files it's willing to override and ones it isn't? And does the sv_pure setting play into this in any way?
     
  2. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    That's not how these maps do it. They actually utilize a special text-file based manifest which reroutes file paths to custom assets.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

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    Beyond that, if you override commonly used materials or models they stay cached by the client until the game is exited, meaning every map after yours will have swimsuit player models and Mass Effect engineer buildings
     
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  4. Pocket

    aa Pocket func_croc

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    Aha! I found the manifest file. Excellent. And conveniently straightforward; it just uses the dot-notation sound event codes in Hammer's Sound Browser. So I assume I could indeed use this to override any sound?