
"$REFRACTTINTTEXTURE" "oceanic/glass/oceanic_glass_01"
"$dudvmap" "oceanic/glass/oceanic_glass_01_dudv"
"$normalmap" "oceanic/glass/oceanic_glass_01_normal"
Wait for the process to finish, and done!Īlternatively you can use this batch file post to create a drag + drop compressor (Thanks YM!):. Navigate to /SteamApps/common/Team Fortress 2/bin and shift-right-click (with nothing selected) in empty space and select “Open Command Window Here”. Here are some steps you can follow to compress your maps with it: Make sure you've built cubemaps and whatnot before hand, otherwise they won't be compressed!īSPZip is a command-line utility shipped with the TF2 SDK, it was originally designed to handle packing of custom content into a map’s Pakfile but since the Gun Mettle update also handles compressing a map’s lumps and pakfile. zip file where each individual file instead undergoes its own compression. The exception to this is pakfile lump, which is a. The BSP Repacking utilities compress each of these lumps individually using LZMA compression. Unfortunately, maps can't be repacked retroactively - any client playing a repacked version of the map will get a version mismatch if the server is running an un-repacked version, so this guide applies to anyone making new versions of their maps.īelow is a chart of a selection of maps I had installed when I wrote this, and their space savings after compression (higher is better).Ī BSP file consists of a set of “lumps” that each contain information relevant to the map, including planes, entities and visibility data. This means that your maps take less time to download (and it removes the need to BZ2 your maps) and take less space to store. These tools can typically reduce the size of the map by up to 70%. So, recently Valve have been pushing repacking tools for BSPs.