TF2: How to Manually Compile a Map Correctly (Hammer Editor)
This tutorial provides resources on how to correctly perform a final compile with static prop lighting, texture shadows, static prop polys, packed assets, cubemaps, a generated nav mesh, and bspzip compression. This is useful for a release version of a map.
0:00 Intro
0:18 Final Compile
2:02 Packing Custom Assets
2:44 Building Cubemaps
4:09 Building a Nav Mesh
5:09 Compressing a Map
VRAD settings for a full compile with static prop lighting:
-both -final -StaticPropPolys -TextureShadows -StaticProplighting -game $gamedir $path\$file
https://nodraw.net/2010/12/lighting-compile-options/
CompilePal:
https://github.com/ruarai/CompilePal/releases
Additional notes about bspzip compression (in case I may have confused you):
https://tf2maps.net/threads/repacking-your-maps.24822/
cd "c:\program files (x86)\steam\steamapps\common\team fortress 2\bin"
./bspzip.exe -repack -compress ../tf/maps/mapname.bsp
(I opened my PowerShell window from Team Fortress 2's "tf/maps" folder initially, hence the usage of "cd ../../bin")
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