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[ 84641 Views ]

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46. dskPosted: Jan 18th, 2009 - 10:38:24 am
i followed the tutorials fully , and when i click run i see the batch window popping up and a millisecond after it's gone again, if i look in2 the output folder the bsp aint there :(

47. potatosteinPosted: Nov 29th, 2013 - 1:58:56 pm
Ok sorry but,i am really getting sick and tired of these fking errors.Sorry for the swearing but it really pisses me off with these batch compiler errors that doesnt make sense (not to me cos im not a computer expert).
It keeps telling me "There was a problem compiling the map,check your log file for errors".
Please try to help and stop reposting used solutions i spent nearly 2 hours reading and trying every solution posted on this thread...exploding
BTW heres the log file
LOG:
Arguments: -nowadtextures -wadinclude halflife.wad -wadinclude decals.wad -wadinclude fonts.wad -wadinclude liquids.wad -wadinclude xeno.wad -wadinclude spraypaint.wad -wadinclude gfx.wad -texdata 30000 -lightdata 6144 "C:\Documents and Settings\ANY USER.USER\Desktop\x0a0" -low -wadautodetect
Entering C:\Documents and Settings\ANY USER.USER\Desktop\x0a0.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 30720000 ] [ 33554432 ]
max lighting memory [ 6291456 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wadcfg by file [ None ] [ None ]
wadcfg by name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[halflife.wad]
[decals.wad]
[fonts.wad]
[liquids.wad]
[xeno.wad]
[spraypaint.wad]
[gfx.wad]

CreateBrush:
(0.08 seconds)
CSGBrush:
(0.27 seconds)

Including Wadfile: \program files\steam\steamapps\common\cstrike\valve\halflife.wad
- Contains 72 used textures, 97.30 percent of map (3116 textures in wad)

Wad files required to run the map: (None)

added 4 additional animating textures.
Warning: ::FindTexture() texture BLK_TRK_BUMPER not found!
Error: ::LoadLump() texture BLK_TRK_BUMPER not found!

----- END hlcsg -----




48. potatosteinPosted: Dec 1st, 2013 - 9:53:19 am
can some one at least reply to my post...

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