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:
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 map (which this tutorial works on), a map for another game, or even such things as applications.
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 Zoners Tools Normal specification because if you are reading this, you are probably a new user. You can always upgrade to the Zoners Tools Advanced specification latter. If you are reading this tutorial you are setting Batch Compiler up for Half-Life mapping so make sure you pick one of the specifications that has the word Half-Life in it. To load the specification simply click it in the Specifications menu. Your screen should look like this:
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:
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:
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:
The Stage Paths tab allows you to set the paths to all the tools used in your current specification. Because we are using the Zoners Tools Normal specification file we will first need these tools on our hard drive. If you do not already have Zoners Tools you can download the latest version here or find it in the Mapping Tools pack available here. Note: the Zoners Tools Normal and Zoners Tools Advanced specifications make use of Zoners Tools v3.0.0 and up.
Once you have the tools we can continue with the tutorial. To begin specifying the paths select the CSG tool from the list of tools on your screen. Once selected the bottom text box on the form changes its caption to read CSG Path, its browse button also becomes active as shown below:
Now simply press the browse button (the button with the three dots) and browse to the file located on your hard drive. Continue this process for all the reaming tools. Your screen should look something like this:
Once you are happy with your settings in the Stage Paths tab, move over to the Variables tab. Your screen should look like this:
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:
WADRoot: (Game directory.)
- Half-Life: ...\Steam\SteamApps\firstname.lastname@example.org\half-life
- Day of Defeat (Official MODs): ...\Steam\SteamApps\email@example.com\day of defeat
- Natural Selection (3rd Party MODs): ...\Steam\SteamApps\firstname.lastname@example.org\half-life
Output: (BSP output directory.)
- Half-Life: ...\Steam\SteamApps\email@example.com\half-life\valve\maps
- Day of Defeat (Official MODs): ...\Steam\SteamApps\firstname.lastname@example.org\day of defeat\dod\maps
- Natural Selection (3rd Party MODs): ...\Steam\SteamApps\email@example.com\half-life\ns\maps
Your form should look something like this when you're all done:
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 "Full" compile preset which you can use for all your maps. Please continue to the next page.
my thing is broken
When i start ms dos it just sys that same introduction and than it just stops ive made a map before it used to work i dont know what happned. please help
first, make sure that you have all of the paths set up correctly
second, make sure that you have the correct settings for each of the compile tools
third, make sure that you do not have any errors in the DOS window.
if you can, copy the contents of the DOS window and paste it here.
if all else fails, try using the HL-Compiled installer (also on the Batch Compiler download page). this will install the Batch Compiler, the latest compile tools, and will set it all up for you. the only thing you need to do is to select the map and press run.
The "Variables" tab basically replaces the Input and Ouput path in a more flexible way. For Half-Life specifications there are two fields, these are:
- WADRoot: The same as the Input Path in this tutorial.
- Output: The same as the Output Path in this tutorial.
- BinRoot: The path to your bin folder in the sdk (where all the tools are located).
- ValveProject: The path to the folder your GameInfo.txt file is in.
- Output: The path to the folder to copy your .bsp files to. More less the same as the Output Path in this tutorial.
sounds like some of your paths are incorrectly setup.
Help me with "Ripent" What is that?
Where can i find that, and also, you said an MS-DOS screen pops up can compiles ur map... does the MS-DOS screen stay there? or does it quickly disappear and compile unseen?
RipEnt is used for hand editing entities when either the .rmf source is not available or you don't want to recompile.
The DOS window will stay open until you close it, if you have pause enabled in the options menu. You can close Batch Compiler while you are compiling though.
Your console screen should remain open if "Pause Console" is enabled in the "Options" menu and you have at least on stage checked to run (on the right). If there is a problem with it you might want to run the compile.bat file BC generates (in your Batch Compiler directory) from an MS DOS command prompt to see what the problem is.
Error creating batch script
Error: Outputpath it either not set, or invalid.
What do I do?
New users can register here.