How do I install resource packs?

Discussion in 'Mapping Questions & Discussion' started by Anguish, Feb 4, 2016.

  1. Anguish

    Anguish L2: Junior Member

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    I've gotten a bunch of great looking models and textures for my map yet no matter where I look I cannot find any answer to how I install them! Can anyone shed some light?
     
  2. Bogdy

    Bogdy L4: Comfortable Member

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    I know that .vmt's and .vtf's have to be in steamapps/common/Team Fortress 2/tf/materials

    I don't know about models, though.
     
  3. Anguish

    Anguish L2: Junior Member

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    I'll go fiddle around with the files a bit more. I think they're in the right place (The same you specified) but the browser isn't picking them up.
     
  4. Bogdy

    Bogdy L4: Comfortable Member

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    Make sure the .vmt's $basetexture points to the right directory where the .vtf is. But if you have the .vtf in your materials folder, you should only type the name of the .vtf.
     
  5. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Go to SteamApps\common\Team Fortress 2\tf\custom and create a new folder, you can name it whatever you want. Then add copy all of the downloaded models and textures to the approperiate folders. Textures goes into materials, models into models and particles in particles.
     
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  6. Lampenpam

    aa Lampenpam

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    no, if you use client mods, this is unorganized.
    Just use SteamApps\common\Team Fortress 2\tf instead and put your mapping stuff in the materials and models folder there.
    You can probably faster acces them and you aren't mixing them together with mods
     
  7. Dr. Orange

    Dr. Orange L6: Sharp Member

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    In my opinion, it's more organised to have all your content from one pack in one folder in the custom, another pack in another folder and so on. I guess everyone have different tastes.
     
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  8. worMatty

    aa worMatty Repacking Evangelist

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    No, it's not unorganised. In fact it's better-organised than putting all your custom content in to the same folder. If you need to delete or temporarily hide a content pack, you only need to change one folder. If all the content was in the same folder, you would need to go through it file-by-file. There is no access speed disadvantage from using tf/custom, because all content is mounted and read the same when you load Hammer/the game. tf/custom's sole purpose is to serve as a convenient place for you to store and segregate your custom content so that your game's root asset directories can stay in the state they are distributed in, which makes debugging easier.

    Custom content in the tf/custom directory is organised like this:
    • tf/custom/
      • client_mod1/
      • client_mod2/
      • client_mod3/
      • content_pack1/
      • content_pack2/
      • content_pack3/
    Client mods might also be stored in VPK files instead of folders. VPKs have a read speed benefit, because they are already indexed, and so the game engine doesn't need to scan their contents.

    So for example:
    • tf/custom/tf2m_construction_pack/materials/construction/*.vtf,*.vmt
    • tf/custom/tf2m_construction_pack/materials/construction/models/props_construction/*.vtf,*.vmt
    • tf/custom/tf2m_construction_pack/models/props_construction/*.vtx,*.mdl,*.vvd,*.phy
    All you need to do to get the content packs in-game and in-Hammer is copy the extracted folder (e.g. tf2m_construction_pack) in to tf/custom. The same goes for the Swamp Pack and any other content pack.
     
  9. Lampenpam

    aa Lampenpam

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    disagree, since proper custom content is stored in folders like props_construction, you have different packs just as split apparts as in induvidual tf/custom folders. While the downside is that you have two folders (models and materials/models) you have your mods at an entirely different path and you don't need to pack everything manually in VIDE.
    So I highly recommend newbies to use the tf folder so they don't sit forever on packing a map.
     
  10. Bogdy

    Bogdy L4: Comfortable Member

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    Guys, right now you're arguing when poor OP still doesn't have his question answered completely.
     
  11. worMatty

    aa worMatty Repacking Evangelist

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    I answered their question thoroughly in my previous post.

    VIDE picks up custom content in tf/custom. It doesn't need to be in the root asset dirs. If your installation of VIDE is having trouble locating your custom content whilst it's installed in tf/custom, then change its search path to tf/custom/<whatever>. This method also works with Pakrat.

    I can't deny that a content pack that uses a decent folder nomenclature can be distinguished from others when installed in the root asset dirs. Though the temporary removal of custom content for debugging purposes is still not as convenient.

    If you're feeling advanced, there is a launch argument for Hammer that lets you specify an additional custom content directory for it to load map assets from when it launches. This means you could store custom content outside of the game directory, say in My Documents. The benefit is that when you test your map, any content that has not been packed in to the BSP will show up as errors, and the game may load a little bit faster.
     
  12. EArkham

    aa EArkham Necromancer

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    You can do that in /custom/, too. Once you've packed up your map, just exit everything (hammer, tf2, etc plus any programs like photoshop, etc that might still have content from custom open), rename /custom/ to /xcustom/, load up your map, and noclip around looking for purple checks and giant red errors. Painless and easy.

    Long as you check your entire map, you tend not to miss anything that way.
     
  13. Vel0city

    aa Vel0city func_fish

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    Better yet, don't mess around with folder names, but instead use the console command sv_pure 2. That command will force TF2 to ONLY read from the game's stock folders and the assets packed inside the bsp. I've had cases where renaming folders (including tf/custom) showed up fine in TF2 only to realize that not all was packed when I switched to my clean TF2 install on OS X.
     
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  14. EArkham

    aa EArkham Necromancer

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