Compiling Textures Into The Bsp
GiGaBiTe
Join Date: 2003-10-07 Member: 21489Members
when i decompiled ns_g0op_siege to rebuild it, i noticed that all of the textures that were in the map that were custom were in the bsp file itself, i have heard that it is possible at compile time to tell the compiler to add all custom textures into the bsp so that you didnt have to download a wad file with it.
now my question is, whats the command to add to the compile options that tell the compile tools to do this?
feel free to redirect me to a topic if it has been asked before, im am very busy with work atm, and didnt really have time to do a search.
(for all those hot heads that are thinking, WTH DECOMPILE, BAN HIM!!. i had permission so keep your briefs out of a bunch.)
now my question is, whats the command to add to the compile options that tell the compile tools to do this?
feel free to redirect me to a topic if it has been asked before, im am very busy with work atm, and didnt really have time to do a search.
(for all those hot heads that are thinking, WTH DECOMPILE, BAN HIM!!. i had permission so keep your briefs out of a bunch.)
Comments
i just need to know what the compile command is in csg, bsp, vis or rad to add the textures to the bsp.
Edit: and it's done at CSG
looks like i will have to be un-lazy and make a custom wad and then include it :/
And btw, I was just wondering whats that special tool you talking about. The one that you dont want to tell me. Is it the version 1.4b that comes with HL Tool Pack? lol....
And btw, I was just wondering whats that special tool you talking about. The one that you dont want to tell me. Is it the version 1.4b that comes with HL Tool Pack? lol.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Please, we don't want any more decompiled maps.
as i have said before, im not telling anyone what i use to decompile maps or where to get it...
-wadautodetect Enable automatic wad detection.
Automatic wad detection is a simple utility that will exclude any wadfiles from the bsp that aren't in use by the map. This enables you to add any assortment of wadfiles you wish, and yet only have those that are actually used by the map included in the .bsp file.
-nowadtextures Include all used textures into bsp.
This option is obsoleted by -wadinclude and is only left in to retain some backwards compatibility
-wadinclude file Place textures used from wad specified into bsp.
This option will cause csg to include used textures from the named wadfile into the bsp. It does partial name matching, is not case sensitive, and can also match directory names. If multiple includes need to be done, -wadinclude must be specified multiple times, once for each include. Only textures actually used in the map are included into the bsp.
Pick the one you like