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Releases: PiMoNFeeD/bspconverter

v6.0

03 Jan 15:52

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  • Added support for fixing up $waterdepth patch materials
  • Added support for recursive $envmap patch materials fixup, for cases when a material might have a shader block inside a shader block
  • Static prop light data will now be stripped when using -nolightdata, similarly to brush lightmap data
  • Added -removecustomassets parameter, which removes all custom embedded files and only keeps those that are necessary (cubemaps, material patches)

v5.0

06 Dec 23:05

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  • Fixed incorrect "invalid map version" message text
  • Added a warning to indicate whether the map has only HDR lighting or only LDR lighting, to determine whether you need to recompile it or not
  • Added a warning to static props that have non-default scale or color, these parameters are not supported on SDK and the props using them will look off in-game
  • Fixed memory corruption (and a crash) when importing a map that uses increased BSP21 limits; you still can't proceed with converting and loading these maps in-game, but at least now you will consistently get an error explaining why it is not possible, as opposed to a possibility of random crash

v4.0

17 Sep 20:22

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  • Fixed a crash when trying to remove lightmap alpha when no lightmap data was actually present
  • Fixed an issue with output map referencing missing textures after map renaming
  • Fixed an issue with user-generated embedded files that are inside materials/maps/<map name>/ folder potentially breaking by map renaming

v3.0

12 Sep 01:33

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  • Added support for Tactical Intervention maps
  • CS:GO's lightmap alpha will now be stripped to save space (used for CSM, unused in Source 2013), can be switched off with -keeplightmapalpha

v2.0

11 Sep 00:57

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  • Added an option to specify your output name (having it the same as input file is also supported).
  • The tool will now try to fix up names of embedded cubemaps and patched VMTs that point to embedded cubemaps, as they are named after the BSP file name, and the engine will try to load them based on BSP file name. Otherwise, you always have to keep your BSP files named after the original BSP file name.

v1.0

09 Sep 14:46

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First release