It’s a command-line program that automatically finds models, materials, textures, and sounds used in your BSP and then packs them. It’s extremely fast, and can be fully run in one click with a batch file. It also supports using a textfile list of specific dependencies to be added alongside auto-detected content.
Let me know what you think! If it’s failing to pack content in a specific circumstance, please let me know so I can fix it!
Alright, that’s what I was going to ask next. I think for most of the packing solutions, they would just be better if they scanned for a resources, and then saved them as a file (resource list), then sent that out for bspzip to do all the heavy-lifting.
Not currently. I don’t know all the different file types a BSP could require, so I will add a fallback feature where you create a textfile list of dependencies and it will add all those as well.
I also used to have a special folder containing all the model materials used in my map, which were all copied from the Half-Life 2 folder. What a hassle to maintain!
[editline]30th September 2016[/editline]
I could attempt this. It would take quite a lot of complexity, and would have the possibility of creating missing textures if an entity changes skin on the fly (is this possible?), but I could add it as an option.
EDIT: I have added new features to address these comments. You can now create a textfile list of dependencies which will be added alongside the automatically found files. Additionally, you can create a textfile blacklist for which any file named in it will not be included nor will its dependencies. This can be used to block unused model skins (for now). See GitHub readme for info.
Models used with prop_static can never change skins on the fly. Dynamic props (also physics props, prop_door_rotating etc.) will in 99.999% cases not be able to change skins if they don’t have a targetname.