HammerAddons
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automated packing doesnt appear to work fully
When I compile a map with this; it packs some materials but completely misses most other custom content. To verify this; I usually do the following things after compiling a portal 2 map with this:
-
open the lump viewer in VIDE- sure enough, almost none of my custom content was packed automatically.
-
open the compiled map in my mod where the search paths don't point to a place where the content is located - indeed, the maps have missing assets everywhere.
Unless I am misunderstanding how the system works... I know that comp_pack entities can be used to force certain files to be packed; however, due to the huge amount of custom assets I'm using, this is prohibitively tedious to use for every single asset.
If indeed this works "as intended"; and I need to place those pack entities for every single asset, I would like to suggest the addition of automated packing to this, which will find all the assets automatically.
I have previously been using compile pal; but recently ran into some problems with this and compile pal crashes. I'll probably create a separate issue regarding that.
I do have automated packing packing support for all of these cases:
- Brush materials, static props
- FGD-based analysis of entities to retrieve any resources set in their keyvalues
- A partially complete database of the resources each entity class uses in code (so pellets pack their resources for example)
- Parsing models to retrieve the materials used, included models, and sounds played
- Parsing materials to resolve
Patch
shaders and then textures used - Parsing soundscripts to match the name to the script file and sounds used
So it should find almost all resources. At the start of the log, there should be a dump of all the search paths it's using - check those to see if any locations are missing? I should make it also dump the full list of resources it attempts to pack, and which search paths have been blacklisted/whitelisted for packing.
yeah; that'd be a good idea. but your right too; cause apparently it decided to work now- i think. gotta do further tests but the packing seems like its working now. i'll comment further if it doesnt
...and i loaded my mod and everything is missing. so indeed it doesn't work after all. after looking at the map's lump via VIDE and stuff; i can conclude that it seems to be only packing brush materials and nothing else.
I think this is fixed?
Seems like it.
it seems that its still broken for Garry's mod though
In what way? I don't currently do anything for GMod, so it won't be able to automatically identify resources mounted by the mount.kv
file. Is there a change in the BSP format then?
its broken in the way that it literally doesn't seem to pack any custom content at all; even when it is explicitly defined in comp_pack entities
On Mon, May 10, 2021 at 8:33 PM Spencer Brown @.***> wrote:
In what way? I don't currently do anything for GMod, so it won't be able to automatically identify resources mounted by the mount.kv file. Is there a change in the BSP format then?
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Can you attach the log file, after compiling?
there isn't such thing as the "mounts.kv" file in gmod (maybe there was a super long time ago but idr), gmod uses a file called cfg/mount.cfg
instead. (the game ignores gameinfo.txt's search paths too, its all completely controlled by this file)
also it appears the problem is that the postcompiler doesn't even run properly due to an error. the relevant compile log info:
** Executing...
** Command: E:\Antonios stuff\program files\Steam\SteamApps\common\GarrysMod\postcompiler\postcompiler.exe
** Parameters: "e:\antonios stuff\program files\steam\steamapps\common\garrysmod\sdk_content\maps/gm_fennecai_construct"
[I] postcompiler.main(): Srctools postcompiler hook started at 2021-05-11T10:59:40.026040!
[I] postcompiler.main(): Map path is e:\antonios stuff\program files\steam\steamapps\common\garrysmod\sdk_content\maps\gm_fennecai_construct.bsp
[I] config.parse(): Config path: "e:\antonios stuff\program files\steam\steamapps\common\garrysmod\srctools.vdf"
[E] (unknown file).(unknown function)(): Uncaught Exception:
Traceback (most recent call last):
File "srctools\scripts\postcompiler.py", line 219, in <module>
File "srctools\scripts\postcompiler.py", line 81, in main
File "srctools\scripts\config.py", line 106, in parse
File "pathlib.py", line 1204, in resolve
File "pathlib.py", line 205, in resolve
OSError: [WinError 123] The filename, directory name, or volume label syntax is incorrect: 'E:\\Antonios stuff\\program files\\Steam\\SteamApps\\common\\GarrysMod\\garrysmod\\addons\\*'
[18716] Failed to execute script postcompiler
EDIT: I just realized apon closer inspection of the error that the cause might be due to my use of wildcards in my mounts cfg.
This seems to be the same problem as #26, but that's been fixed, so no idea why this would be different...
now after further testing im just stumped because even after removing the wildcarded paths (don't need em after all) there's content that goes missing even when I explicitly tell the packer to pack it via comp_pack entities
Still broken for portal 2
It worked for me just yesterday
Still broken for portal 2
Same, not even comp_pack
can resolve the issue for me. Sent the map to a friend and half the textures are still missing.
When i placed comp_pack
s into my map, all that changed is that i got a new error per comp_pack
-
Attempted to create unknown entity comp_pack
Can't init comp_pack
.
I have no idea what to do. HA also doesn't autopack those textures.
That suggests you're not actually running the postcompiler, it should have found and deleted those entities.
That suggests you're not actually running the postcompiler, it should have found and deleted those entities.
Just to confirm: the postcompiler is a separate application from Hammer's map build thing?
Because i thought the default map compile thing was somehow modified by HA to autorun the postcompiler.
The postcompiler is an application which needs to be added to the map compile view. There is an installer that does that for you, but you probably will need to do it manually.
I did use the autoinstaller, however (please excuse my lack of proficiency in Hammer) i don't know what map compile view
is referring to. Can you please explain?
I meant the "expert" compile window.
Oh, alright. I will try when i get back home.
I meant the "expert" compile window.
So i opened the expert mode compile window, there is a d:/steam\steamapps/common\portal 2\bin/postcompiler/postcompiler.exe
command, is it right? It's the only thing i found that actually has something to do with the postcompiler.
That would be it yes. Those mismatched slashes might be breaking things.
I am running the '-both -final [slow!]' expertmode configuration, the postcompiler ran perfectly fine, so i don't think they are causing any trouble here.
That would be it yes. Those mismatched slashes might be breaking things.
Thank you, i am very new to hammeraddons so i did need some help here.