Files to include inside map bsp before release?

Discussion in 'Mapping Questions & Discussion' started by ics, Dec 19, 2010.

  1. ics

    aa ics http://ics-base.net

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    There are several things that can be included in the bsp file (packed into it) like soundscapes file but what all things can i add there or i might want to include? What programs i can use to do it? Used to use pakrat, is it still valid? I'm interested in files now, i know cubemaps building is essential though.

    So, i assume the bsp itself of course and perhaps even nav for bots goes there but also Soundscapes_mapname.txt inside tf\scripts folder, map images on graphical server browser (to \tf\materials\VGUI\maps\ menu_thumb_cp_mapname.vtf/.vmt ?)

    On the entity team_control_point, there is that spot Print Name where for example sdk_cp_badlands.vmf on BLU base (last cap) #Badlands_cap_blue_cp1 but when it is capped, it says Blablabla captured BLU BASE instead. Are these references that are listed in some file or entity and defined there or is it just Valve only feature?

    Thanks for the help in advance.
     
  2. Grim Tuesday

    aa Grim Tuesday

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    I use PackBSP, it automatically does everything for me, I dont even have to think about it.

    I dont know about your other question, though.
     
  3. Lancey

    aa Lancey Currently On: ?????

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    The full terms are in the GCF, specifically, team fortress 2 content.gcf\tf\resource\tf_english.txt
     
  4. ics

    aa ics http://ics-base.net

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    Ok, good to know so i cannot have #mapname_something_blabla but i guess i can type into Print Name the CP itself, like Headquarters instead. I'll try that next time when i compile a version out with changes.
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    The print name is the exact name of the cap point that will show up when the point is taken. I'm not sure why Badlands has #Badlands_cap_blue_cp1, it must be some hard-coded thing.
     
  6. ics

    aa ics http://ics-base.net

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    It seems that Valve want's to have things available on tf_english.txt and other language files so that the points can be translated for different languages. I see no other reason for this but the thing works. Whatever i put on the field, displays in-game on point capture. Thats all i needed to know and there is no need for file settings like in L4D1/2. Only mapfile, soundscapes file are neededi nside among custom stuff (if any). This is for others who might be looking this info.