Batch Compiler Setup (Source) - NemPosted: Feb 10th, 2005 - 2:14:35 am

Just downloaded Batch Compiler and don't know what the hell to do with it? This little tutorial should cover everything you need to know from how to set it up to how to compile your first map.

First things first, if you don't already have the program head over to the downloads page, pick it up and install it. The installer is a standard Windows installer so I will leave that to your imagination.

Once you have installed Batch Compiler start the program up. If you get an error when you run it then you need the .NET framework which is linked to on the downloads page. Batch Compiler should look like this when you start it up:

Batch Compiler At Startup

Now some of you may have noticed that there are no controls for compiling your map on the form. This is because Batch Compiler 3.0.0 (and up) work with Batch Compiler Specification (BCS) files. These wonderful dynamic configuration files allow you to use Batch Compiler to compile just about anything that makes use of a batch file, be it a Half-Life 2 map (which this tutorial works on), a map for another game, or even such things as applications.

Before we take a look at these specifications, it is a good idea to make sure they are all up to date. To do this, select Check For Updates from the Help menu. This will bring up a dialog which can be used to update all official specification files. Clicking Update will do just that. It is reccomended that you check for updates every so often to make sure you have the latest specification for the latest updates to the tools.

Six specifications come with Batch Compiler (they can be found under the Specifications menu). They are:

  • Quake Tools Legacy: The original Quake Tools specification.
  • Source Tools Advanced: The advanced Source Tools specification. Recommended for experianced users.
  • SourceTools Normal: The standard Source Tools specification. Recommended for new users.
  • Zoners Tools Advanced: The advanced Zoners Tools specification. Recommended for experianced users.
  • Zoners Tools Legacy: The original Zoners Tools specification.
  • Zoners Tools Normal: The standard Zoners Tools specification. Recommended for new users.

You're welcome to use any specification you wish, I would, however, recommend the Source Tools Normal specification because if you are reading this, you are probably a new user. You can always upgrade to the Source Tools Advanced specification latter. If you are reading this tutorial you are setting Batch Compiler up for Source mapping so make sure you pick one of the specifications that has the word Source in it. To load the specification simply click it in the Specifications menu. Your screen should look like this:

Source Tools Normal Specification

Now that we have the specification open, we need to proceed to set Batch Compiler up to use it. In the Options menu click the Setup button. Your screen should look like this:

Options Form - General Tab

The General tab contains information specific to the editor itself. Its options are:

  • Opacity: Set the opacity of the program (make it see through).
  • Log Viewer: Set the program Batch Compiler uses to view LOG files.
  • Recent Files: Set the number of recent files to store, this is used for both BCP and MAP files.
  • Associate With: Press the BCP Files button to associate BCP files with the editor. When associated, double clicking a BCP (Batch Compiler Preset) file will launch Batch Compiler with that preset loaded.

When you first start Batch Compiler, Batch Compiler will try to find NotePad using system path variables and set it as your Log Viewer. If your Log Viewer is not set you will have to manually browse for an appropriate application. Some appropriate standard windows applications include NotePad and WordPad.

Once you are happy with your settings in the General tab, move over to the Stage Paths tab. Your screen should look like this:

Options Form - Stage Paths Tab

The Stage Paths tab allows you to set the paths to all the tools used in your current specification. To begin specifying the paths select the BSP tool from the list of tools on your screen. Once selected the bottom text box on the form changes its caption to read BSP Path, its browse button also becomes active as shown below:

Options Form - Stage Paths Tab

Now simply press the browse button (the button with the three dots) and browse to the file located on your hard drive. This file is part of the Source SDK and can be found in the folder ...\Steam\SteamApps\address@host.com\sourcesdk\bin. Continue this process for all the reaming tools. Your screen should look something like this:

Options Form - Stage Paths Tab

Once you are happy with your settings in the Stage Paths tab, move over to the Variables tab. Your screen should look like this:

Options Form - Variables Tab

The Variables tab allows you to set the paths to various other resources used in your current specification. These paths are set in a similar mannor to those of the Stage Paths tab and should be set as follows:

BinRoot: (Source SDK bin directory.)

  • All MODs: ...\Steam\SteamApps\address@host.com\sourcesdk\bin

ValveProject: (GameInfo.txt directory.)

  • Half-Life 2: ...\Steam\SteamApps\address@host.com\half-life 2\hl2
  • Half-Life 2: Deathmatch: ...\Steam\SteamApps\address@host.com\half-life 2 deathmatch\hl2mp
  • Counter-Strike: Source: ...\Steam\SteamApps\address@host.com\counter-strike source\cstrike
  • Day of Defeat: Source: ...\Steam\SteamApps\address@host.com\day of defeat source\dod

Output: (BSP output directory.)

  • Half-Life 2: ...\Steam\SteamApps\address@host.com\half-life 2\hl2\maps
  • Half-Life 2: Deathmatch: ...\Steam\SteamApps\address@host.com\half-life 2 deathmatch\hl2mp\maps
  • Counter-Strike: Source: ...\Steam\SteamApps\address@host.com\counter-strike source\cstrike\maps
  • Day of Defeat: Source: ...\Steam\SteamApps\address@host.com\day of defeat source\dod\maps

Your form should look something like this when you're all done:

Options Form - Variables Tab

Once you are happy with your paths click the OK button to return to Batch Compiler's main screen. We are now going to go through the steps for creating a generic "Fast" compile preset which you can use for all your maps. Please continue to the next page.

Modified: Nov 5th, 2006 - 8:51:31 pm[ 38441 Views ]

1. jamie1993Posted: Aug 1st, 2007 - 1:10:25 pm
Yea where do we get source tools and shitbored

2. NemPosted: Aug 1st, 2007 - 1:13:09 pm
I'm not sure what you mean... checkingthenews

3. jimmyModified: Aug 22nd, 2007 - 3:20:54 am
I don't have source yet but it seems to me that you get hammer(4.0?) and the source tools(bsp, vis, rad) from the source SDK on steam. If I'm wrong please correct me. I can't wait to build for HL2.
happyhappyhappy

4. NemPosted: Aug 23rd, 2007 - 12:35:50 am
That's correct. apple

5. timmoModified: Nov 11th, 2007 - 11:05:36 pm
Hi Nem, a long time since I have used the compiler for mapping. I am mapping for HL 2" now but although I thought I had setup the compiler ok I get this message when I compile.

Extra App Id set to 211, but no SteamAppId

As the log is generated with the map details I am guessing this is a path error is it?

Aprreciate any advice as usual, thanks

6. Sgt-MessPosted: Jan 8th, 2008 - 6:49:03 am
Shouldn't you update this tut for the orange box release. The orange box games use different directories.

And also this tool is great. I used to use command promt and do every thing separately.

7. FredericPosted: Jul 21st, 2008 - 1:59:28 pm
Hello.I'm wondering how to get this to work with ep2/Orangebox games.I tried many ways to make it work but it always seems to be missing all the materials/models in the map and it crashes on Building Physics collision data.

Help?

8. knifeinthesnowPosted: Oct 1st, 2008 - 3:26:41 am
yeahbabyyou did a great job on all your tools keep up the good work! also i was confuse what to do with the path files

9. NemPosted: Oct 10th, 2008 - 10:02:56 pm
Are you still confused? I'm not sure if you're asking a question... If not, thanks. happy

10. SeemonPosted: Oct 18th, 2008 - 6:40:50 am
At the part where you set up Batch Compiler stage paths, I get lost. I'm not sure what I'm supposed to do.

Could you maybe provide a full screenshot of the stage paths listed? And likewise for the variables?

Other than that, I seem to be fine.

11. captain terrorPosted: Mar 10th, 2009 - 4:58:10 pm
I can't compile orange box maps... I'm running as administrator, i'm pretty sure all my paths are right, and here is my compile log:

http://files.filefront.com/rooms+captainterror2log/;13444575

12. Waffleguy388Posted: Mar 22nd, 2009 - 4:38:42 pm
it FAIL, heres the compile log:

materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials
Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
Can't load skybox file skybox/sky_day01_08 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (47093 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 261 texinfos to 135
Reduced 25 texdatas to 22 (706 bytes to 554)
Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp
3 seconds elapsed



2 threads
reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp
reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt



materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials
Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
Can't load skybox file skybox/sky_day01_08 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (47093 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 261 texinfos to 135
Reduced 25 texdatas to 22 (706 bytes to 554)
Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp
4 seconds elapsed



2 threads
reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp
reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt


13. -=GRW=- [GMRC] KaosPosted: Aug 2nd, 2010 - 6:20:09 pm


Hey guys, I added Garry's Mod to the base settings for the Steam tab. You can now select it in the drop-down game menu. This is the "Steam.BCI" file that goes in "Specifications" in your Batch Compiler folder.

14. ZosoPosted: Dec 9th, 2012 - 2:30:00 pm
How would i do a Full compile? would it be just changing the option from fast to normal if using the "fast" preset tutorial? is there any other options i need to select

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