Compiling Textures Into The Bsp

GiGaBiTeGiGaBiTe 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.)

Comments

  • Nukem3000Nukem3000 Join Date: 2004-08-03 Member: 30335Members
    I use Batch Compiler 3.0. It has an option to check out if you want to add textures to the bsp. And btw, how do you decompile it? The only way I know is to use "winbspc" but that sucks and all the brushes get messed up. Do you know a better way to do this?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    winbspc is dumb. i use something else, but to save the mappers from decompiling n00bs i wont say which one. most people know what it is, but you aint hearing it from me. couple of threads have started in the past about decompilers and they got ugly, pointless and flamed fast.


    i just need to know what the compile command is in csg, bsp, vis or rad to add the textures to the bsp.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    edited October 2004
    I believe (never used it so I'm not totally sure) that it's -wadinclude <nameofwad>.

    Edit: and it's done at CSG
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    blah, i was hoping it would select the list of textures in the map and stick them in the bsp, o well. i have 4 custom wads that total over 27 mb and i really dont think anyone wants to dl that off a server...

    looks like i will have to be un-lazy and make a custom wad and then include it :/
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    It only adds the used textures from the wads not the whole wad.
  • Nukem3000Nukem3000 Join Date: 2004-08-03 Member: 30335Members
    It's only going to add the textures that you are currently using in the map. Not the whole wad file.

    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....
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Nukem3000+Oct 16 2004, 05:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nukem3000 @ Oct 16 2004, 05:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's only going to add the textures that you are currently using in the map. Not the whole wad file.

    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.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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-->

    as i have said before, im not telling anyone what i use to decompile maps or where to get it...
  • the_bERtthe_bERt Join Date: 2004-06-21 Member: 29436Members
    ontopic:
    -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
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    wadautodetect will help much on a map that i used too many wad files for, and the wad files contain hundreds of textures so i dont have the patience to look through all of that to make a custom wad file <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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