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PD HUD icons set by SetCountdownImage input in TF2 are not automatically packed #199
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Can you try this build? https://www.dropbox.com/s/27gwbexhqdbwmeq/Compile%20Pal%20028.1.zip?dl=0 |
Refactored how I/O referenced assets are handled #199
Has your issue been resolved? |
In both this build and the one you gave me in #228, the textures are now caught by CompilePal and packed correctly in most cases, provided they are in the Everything below is an edge case that causes the textures to be packed incorrectly: In some cases, PD HUD textures can be placed in the wrong locations in the .BSP due to the inputs using Below is the setup that does not work: Here was one of the old inputs in Hammer before I moved the textures: Here is what got packed in CompilePal before I moved the textures: Here's where the custom textures were in my /custom folder before I moved the textures: And here's what it looked like in the final packed .BSP (looking at it with GCFScape) before I moved the textures: |
If the relative paths work in game I'd say its probably a bug on my side, this build should fix the issue https://www.dropbox.com/scl/fi/izhbxvjcj6knk27ezl00l/Compile-Pal-028.2.zip?rlkey=iiekwopnn2tpbbwdu98nu0erp&dl=0 . If it's not too difficult could you move your files back to the hud folder and test it for me? |
In the mode Player Destruction in TF2, the texture used for the timer in the HUD can be changed mid-round via map logic. This is done by sending the tf_logic_player_destruction entity a SetCountdownImage input, similar to how the SetModel input works. Custom textures specified in this way function, but are not caught by CompilePal's automatic packing.
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