Batch Compiler Setup (Half-Life) - NemPosted: May 26th, 2003 - 10:43:23 pm

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 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:

Zoners 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:

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:

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. 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:

WADRoot: (Game directory.)

  • Half-Life: ...\Steam\SteamApps\address@host.com\half-life
  • Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat
  • Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life

Output: (BSP output directory.)

  • Half-Life: ...\Steam\SteamApps\address@host.com\half-life\valve\maps
  • Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat\dod\maps
  • Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life\ns\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 "Full" compile preset which you can use for all your maps. Please continue to the next page.

Modified: Mar 24th, 2005 - 6:13:26 pm[ 84642 Views ]

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16. Black-DroolPosted: Jul 21st, 2005 - 8:57:59 pm
Also, how do I fill in that ripent field?hiding

17. NemModified: Jul 21st, 2005 - 9:03:17 pm
You don't need ripent, but you can get it from here.

To fix the output path, set the output path (as shown in the last two pictures in the tutorial on this page).

18. Black-DroolPosted: Jul 21st, 2005 - 9:31:04 pm
Nevermind any of my questions above.

This question is important.

When I run my compiler, everything works. Except right when the MS-DOS screen comes up, it says that there was a problem compiling my map. An that i should check my "fy_breaksupports" 'log file' or something what do I do? I think this should be my last post if it is answered correctly and THX! this is like the best tut ever.bleeh

19. NemPosted: Jul 29th, 2005 - 9:54:10 am
Check your .log file to find the error, then refer to this page on how to fix it.

20. timmoPosted: Oct 27th, 2005 - 8:29:29 pm
Hi guys. just a quick question. The compiler works very well but on finishing a compile I get the message "could not validate Half-life" and wont open the map. I have to go to the console to open the map. Its not a big problem but I am curious to getting that message. I have reinstalled Half-life and changed the output file to valve/maps. Has that anything to do with it? Regards,

21. BluefangPosted: Oct 28th, 2005 - 4:56:00 pm
Are you using a retail veresion of HL or the Steam version?

22. timmoPosted: Nov 10th, 2005 - 5:06:30 pm
Hi Bluefang, well I am using the Game of the year retail version but I will try another complete reinstall again and see what happens. I have posted a question over at Verc about another problem I am having. Some maps seem to lock after BSP hull 3. Wolf has suggested updating to zhlt 3.3 If I can get a copy should I manually replace them into Sierra/Half-life compile?

23. BluefangPosted: Nov 10th, 2005 - 7:03:46 pm
Sure you could do that. You can download the 3.3 version here:

http://ammahls.com/index.php?page=downloadcat&cat=tools

just exrtract them to the "<path>\Half-Life Editing\HL-Compiled\HL1 Tools\ZHLT" folder and replace the existing files.

Also, just so you know, the most recent version of HL-Compiled also includes the most recent compile tools (for both HL1 and HL2).

24. Maxstriker777Posted: Nov 15th, 2005 - 9:34:34 pm
I really need help on how u find WADRoot: (Game directory.)

* Half-Life: ...\Steam\SteamApps\address@host.com\half-life
* Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat
* Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life

Output: (BSP output directory.)

* Half-Life: ...\Steam\SteamApps\address@host.com\half-life\valve\maps
* Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat\dod\maps
* Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life\ns\maps

I cant seem to find this in my steam folder

can you help me

25. NemPosted: Nov 15th, 2005 - 10:23:36 pm
They are just example directories, depending on your installation and target MOD your directories may be different (but similar). The folder address@host.com is your user name, it is usually a email address (though not always). Other than that I can't help you with the MOD's folder without knowing what MOD you are setting BC up for. Also, just in case, this tutorial is for Half-Life, there is a separate tutorial for Source (Half-Life 2).

26. BluefangPosted: Nov 16th, 2005 - 3:33:13 pm
IF you're still having diffulty, try using HL-Compiled. It is the batch compiled but it also includes a tool that will help you configure the batch compiler. It also comes with the most recent versions of all the compile tools.

27. Maxstriker777Posted: Nov 16th, 2005 - 5:34:14 pm
Well im tryin to make a map then later a mod for conditon zero so any help would be appreatied

28. BluefangPosted: Nov 16th, 2005 - 9:16:44 pm
Well, like I said, download HL-Compiled. The included tool will guide you through the Batch Compiler setup process.

If your having problems setting up the map editor, head over to the VALVe ERC forums. There are a bunch of good people over there.

29. Maxstriker777Posted: Nov 17th, 2005 - 9:37:47 pm
Well i have hl comlied but i had a question about 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\address@host.com\half-life
* Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat
* Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life

Output: (BSP output directory.)

* Half-Life: ...\Steam\SteamApps\address@host.com\half-life\valve\maps
* Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat\dod\maps
* Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life\ns\maps

I just wanted to know were i would fine the files because im makin cz map/mod

30. BluefangPosted: Nov 18th, 2005 - 7:29:58 pm
just for a map, it would be:

<path>\Steam\Steamapps\<username>\condition zero\czero\maps

for a mod, the folder would be:

<path>\Steam\Steamapps\<username>\condition zero\<mod name>\maps

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