Find Out Which Wads Are In Effective Use By A Bsp, How to find out which WAD files are in effective use by a BSP file? |
07/10/2022 - 04:06:55 |
Post
#1
|
|
Group: Member Posts: 7 Joined: 02/10/2017 |
With the following command...
CODE HLExtract.exe -p "fy_office.bsp" -e "root\fy_office.ent" ... is possible to find out which WAD files (textures) are listed as in use by a BSP (map) file as this output example ("fy_office.ent" file content extracted in the above command)... CODE { "wad" "\programme\valve\valve\thwc_hl.wad;\programme\valve\cstrike\sourcebuero.wad;\programme\valve\cstrike\villaggio.wad;" "mapversion" "220" "MaxRange" "4096" "skyname" "tornsky" "classname" "worldspawn" "classname" "worldspawn" } [...] Notice that in the item "wad" several WAD files (textures) are listed. It turns out that none of these WAD files are needed even though they are listed. This happens with many BSP (map) files. I've already tried several utilities and haven't found any that allow me to set this information correctly. I needed a utility that can be used via command line, as I need this output in text. Is there any utility or strategy (via the command line) that I can use to correctly define this information, ie which WAD files (textures) are actually in use by a BSP (map) file? Thanks! (IMG:style_emoticons/default/smiley-ipb-421-60dce7.gif) |
|
|
07/10/2022 - 18:03:12 |
Post
#2
|
|
Group: Advanced Posts: 127 Joined: 28/07/2013 |
I can`t think of any, it might be worth asking on https://twhl.info/ in case someone there knows. Have a search though github as there`s lots of half-life / goldsrc tools on there.
Whats the reason to you need to do this? Found this on https://github.com/kriswema/resgen Do not ignore unused WAD files. Necessary if the client insists on receiving all WADs referenced by the BSP, even if unused. Only works if used with the -u option. Parses relevant resource files to make sure they are actually used (such as WAD files) or to check if they have dependencies (such as MDL files with seperate textures). Only works with -e option. This post has been edited by LiveWire: 07/10/2022 - 18:17:20 |
|
|
08/10/2022 - 02:13:30 |
Post
#3
|
|
Group: Member Posts: 7 Joined: 02/10/2017 |
I can`t think of any, it might be worth asking on https://twhl.info/ in case someone there knows. Have a search though github as there`s lots of half-life / goldsrc tools on there. Whats the reason to you need to do this? Found this on https://github.com/kriswema/resgen Do not ignore unused WAD files. Necessary if the client insists on receiving all WADs referenced by the BSP, even if unused. Only works if used with the -u option. Parses relevant resource files to make sure they are actually used (such as WAD files) or to check if they have dependencies (such as MDL files with seperate textures). Only works with -e option. RESGen does not work this way. This option gives us the false feeling that it has this ability. Thanks! (IMG:style_emoticons/default/thank_you2.gif) Thanks! |
|
|
10/10/2022 - 23:22:33 |
Post
#4
|
|
Group: Advanced Posts: 127 Joined: 28/07/2013 |
RESGen does not work this way. This option gives us the false feeling that it has this ability. Thanks! (IMG:style_emoticons/default/thank_you2.gif) Thanks! Hi, did you try that linked version of resgen? from the comments I would of thought it checks the wads. https://hlbsp.sourceforge.net/index.php?content=bspdef I used above link to make a bsp loader for unity, if you look at the texture lump string names are in BSPMIPTEX with the texture width and height, if the mipmap offsets are zero then it searches though the wad list in the bsp for them, if it can`t find the texture it uses a puple/black checkerboard. As you said the wads in hammers list seem to be included even if they are not used, I`m not sure if this is still the case with recent compilers like vhlt umhlt. Most of the c# coded needed to make a tool to check textures is in here https://github.com/thelivewire/unityHalf-life |
|
|
Lo-Fi Version |
Skin © Chapo
|