// These are files from the source1 model that will are fail to import\resourcecompile after import // or we want to filter out of importing // The importer can accept this and not try to import the bad asset by adding it to this list // "exception" is a special key to mark explicit files as exceptions for the rule. This is used usually when we are importing a mod specific file to a new general name (e.g. surfaceproperties_left4dead.txt -> surfaceproperties.vsurf ) "blacklist" { // These are the asset file types we are blacklisting. // If you want to blacklist other asset types, put its extention here as a type, and make its key the extension. // key "mdlnovpram" = import all mdl files needed, but don't write a vpram. This is useful for vprams that have been fixed at a higher level but the imported vpram will not resourcecompile "assettype" "mdl" "assettype" "vmt" "assettype" "vmf" "assettype" "txt" "assettype" "nut" "assettype" "wav" // used by mdls to import. we don't import these explicitly. "assettype" "ani" "assettype" "phy" "assettype" "vtx" "assettype" "vvd" // used by vmt to import. we don't import these explicitly "assettype" "vtf" // ignore any minidumps laying around. "assettype" "mdmp" "assettype" "fgd" "assettype" "bsp" "assettype" "vmf" "assettype" "vmx" "assettype" "gnv" "assettype" "vmm_prefs" "assettype" "bin" "assettype" "log" "assettype" "prt" "assettype" "obj" "assettype" "bak" // we don't import these explicity. They are handled by importing a mdl "ani" "\models\" "phy" "\models\" "vvd" "\models\" "vtx" "\models\" // we don't import these explicity. They are handled by importing a vmt "vtf" ".vtf" // ignore any minidumps laying around. "mdmp" ".mdmp" // ignores "fgd" ".fgd" "bsp" ".bsp" "vmx" ".vmx" // dunno what this is. "gnv" ".gnv" // dunno what this is. "vmm_prefs" ".vmm_prefs" // dunno what this is. "bin" ".bin" "log" ".log" "prt" ".prt" "obj" ".obj" "bak" ".bak" // don't import source2 wavs sitting in source 1 (source1 had no 'sounds' dir, it was 'sound') "wav" "\sounds\" // we don't want to import "mdl" "models\hybridphysx\" "vmt" "materials\models\hybridphysx\" // Source 2 has its own debug\dev\editor models "mdl" "models\editor\" "vmt" "materials\models\editor\" // Source 2 has its own debug\dev\editor materials "vmt" "materials\debug\" "vmt" "materials\editor\" "vmt" "materials\dev\" "vmt" "materials\tools\" // Maps // directories we don't want to import "vmf" "maps\personal\" "vmf" "maps\roughshells\" "vmf" "maps\styleguides\" "vmf" "maps\unused\" "vmf" "maps\work\" // we don't import surfaceproperties files, the exception file is imports as surfaceproperties.vsurf "txt" "surfaceproperties_" // This is a MOD specific file. Put the name of the surfaceproperties file you want to use here. "exception" "surfaceproperties_dota.txt" // we don't import this file: TODO: dest mod needs an empty one of this in its game dir. "txt" "addonlist.txt" // TODO: importing this means changing a cpp file "txt" "scripts\weapon_manifest.txt" "txt" "gameinfo.txt" // Models "mdl" "models\props_wasteland\bridge_railing.mdl" // this model has a old PHY file that the S2 PHY reader can't handle, but we don't have PHY blacklist support so I'm just disabling the whole model for now // Vmts // Importer will look for source .tga\psd. If it is not there it will extract .tgas from the .vtf // base (include) for other materials // Specific to how L4D2/Source works, invalid for Source2 "vmt" "materials\engine\additivevertexcolorvertexalpha.vmt" "vmt" "materials\engine\colorcorrection.vmt" "vmt" "materials\engine\depthwritealphatest.vmt" "vmt" "materials\engine\depthwritemodel.vmt" "vmt" "materials\engine\depthwritemodelalphatest.vmt" "vmt" "materials\engine\filmdust.vmt" "vmt" "materials\engine\filmgrain.vmt" "vmt" "materials\engine\framesync.vmt" "vmt" "materials\engine\lightshaft.vmt" "vmt" "materials\engine\modulatesinglecolor.vmt" "vmt" "materials\engine\preloadtexture.vmt" "vmt" "materials\engine\renderdeferredshadow.vmt" "vmt" "materials\engine\renderdeferredsimpleshadow.vmt" "vmt" "materials\engine\shadowbuild.vmt" "vmt" "materials\engine\singlecolor.vmt" "vmt" "materials\engine\vmtview_background.vmt" "vmt" "materials\engine\volumetricfog.vmt" "vmt" "materials\engine\writestencil.vmt" "vmt" "materials\engine\writez.vmt" "vmt" "materials\tools\toolsskyfog.vmt" "vmt" "materials\decals\rendershadow.vmt" "vmt" "materials\decals\rendermodelshadow.vmt" "vmt" "materials\decals\simpleshadow.vmt" "pcf" "combineball" // this doesn't appear to be a particle system... // TODO: "ConvertVTFtoSources: using faces" vmt has faces. // None found in src1. If any were found TODO: add support // "ConvertVTFtoSources: cubemap found" vmt cubemap. // None found in src1. If any were found TODO: add support // "ConvertVTFtoSources: found depth" vmt has depth. // None found in src1. If any were found we would blacklist them and remake for src2. "contentblacklist" { // Importer will look for source tga\psd. If it is not there it will extract .tgas from the .vtf // You can blacklist content tga/psds. This is useful when the checked in content does not match what is in the compiled vtf and you want the importer to use the compiled one instead. // A blacklisted content file does not apply a file filter when calling from the command line (we only import assets from the game dir) // It comes into play when the importer tries to find the source content internally. // This is very basic, you must use a full relative path with extension here // This is not supported for other asset types than tga\psd. } }