Creating A Preset (Half-Life) - NemPosted: May 26th, 2003 - 10:43:06 pm

If you are coming from the Batch Compiler Setup tutorial then you should already be prepared to start a new preset; otherwise, if you have not set Batch Compiler up, please see the Batch Compiler Setup tutorial.

To make sure that Batch Compiler is ready to create a new preset, go to the File menu and select New Preset. Your screen should look like this (note it may differ if you are using a different specification file):

We are going to create a typical "Full" preset that would be used on final BSP builds to produce the highest quality BSP. The switches mentioned in this tutorial are not the only switches that can be used for a "Full" compile. As you gain experience you will learn how to make use of the other switches to tailor your map to your liking. They are, however, common switches for a "Full" compile.

The first stage we are going to look at is the CSG stage. Click the CSG tab. Next check the WAD Auto Detect checkbox. I could explain to you what this switch does, however, if you simply hover you mouse over the switch you will notice the text box at the bottom of your screen contains a more then adequate explanation. (If you do not see this text box it can be made visible by selecting Show Details under the Options menu). Next check the Clip Type checkbox. Now you'll notice that when you check the Clip Type checkbox that a field opens up. This means you can now edit the field. All the fields in Batch Compiler contain the default values used by the tools and many of them also include simple error checking to insure you are entering the right type of value (integer, single or string etc.) and that the value is within range. In the new field select a Clip Type of Precise. Your screen should look like this when you're done:

The next stage we are going to look at is the VIS stage. Click the VIS tab. Next check the VIS Type checkbox and select a VIS Type of Full. Your screen should look like this when you're done:

The next stage we are going to look at is the RAD stage. Click the RAD tab. Next check the Extra checkbox and the Bounce checkbox entering a value of 2 for the Bounce. Last but not least, check the Direct Scale checkbox and enter a value of 1 for the Direct Scale (this option should always be 1). Your screen should look like this when you're done:

The next stage we are going to look at is the Shared stage. Click the Shared tab. This stage has special switches that are common to all of the Zoners Tools stages and so changing a value here applies this change to all of these stages. Check the Chart option. Your screen should look like this when you're done:

The next stage we are going to look at is the Batch stage. Click the Batch tab. This stage contains options that are not associated with the Zoners Tools, but actual batch file commands. I am going to check all the recommended file deletions to remove intermediate files used to compile the BSP, and the BSP and PTS recommended file functions so my BSP and PTS files will be copied to my output folder (as specified on the Options form). Your screen should look like this when you're done:

Finally, lets look at the Steam stage. Click the Steam tab. This stage will already be partially set up for you (Run Map and Game should be checked). Select the Game you want to launch Steam to from the Game combobox. If you want to run a 3rd party MOD then you will need to select Half-Life as your Game, then check the MOD checkbox and enter the name of the 3rd party MOD. It can also be helpful to check the Developer checkbox to run Half-Life in developer mode. Your screen may look like this when you're done:

Almost done, only two more steps to go... On the side of your screen you'll notice an additional listbox labelled Stages. In the listbox select the stages you wish to run. This tutorial is setup to run CSG, BSP, VIS, RAD, and Steam and thus I have them all selected as shown below:

Last but not least, we need to specify a MAP file before we can start compiling it. Under the File menu select Open File. Then browse to and select a MAP file to compile. You'll notice that the Run buttons are now enabled and this is your sign that you are ready to compile your map. You screen should look like this when you are ready:

To compile your map simply press the Run button, an MS DOS window will pop up and your map will commence compiling. If the compiling tools (not Batch Compiler) report any errors, please see this site.

Now that you have set up a "Full" compiler preset, let's add it to your Presets menu for easy access. Please continue to the next page.

Modified: Apr 16th, 2006 - 3:04:29 pm[ 125130 Views ]

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1. goddannitModified: Dec 28th, 2003 - 11:12:23 am

hey i have mine setup exactly like this, the only problem is when i run the compile, and then run the map it doesnt show my lights, just a solid light color throughout the whole map, it use to take longer to compile but it would show all of my lights. Is the problem with worldcraft or with the compiler. In my map properties i have default light level set to 0. I have checked and rechecked to make sure my compiler settings are the same as this. Can someone please help me.

2. NemPosted: Dec 28th, 2003 - 3:06:12 pm

Can you post your log?

3. BitkaPosted: Jan 3rd, 2004 - 2:58:50 pm

Nem, the same thing is happening to me as with Hammer's built in compiler. When the map is loading, the console sais "map change failed; map not found on server." This might have nothing to do with the batch compiler, but can you help me anywayz?

4. NemPosted: Jan 3rd, 2004 - 3:18:43 pm

Did you get an error when you compiled?

5. BitkaModified: Jan 4th, 2004 - 2:11:06 pm

C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegates.wic deleted.
File not found
- about five of that -
C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegates.prt deleted.
File not found - C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegate
0 file(s) copied
enemyatthegates.bsp copied to C:\Program Files 2\Games\Half-Life\cstrike\maps
File not found - C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegate
0 file(s) copied
enemyatthegates.pts copied to C:\Program Files 2\Games\Half-Life\cstrike\maps

Press any key to continue . . .
- this was the very last page of the compiling, i dont know how to copy the whole thing
im going to try boxing in my map, i think that might be the problem -

6. NemPosted: Jan 5th, 2004 - 6:33:13 pm

Looks like you have an error. The error is higher up in the log though.

7. Lightning FlashPosted: Jan 9th, 2004 - 7:55:04 am

a window pops up asking for MSVCP70.dll for me.
So i installed such a file, but he still asks for it.
Whats wrong then? yelling

8. NemPosted: Jan 9th, 2004 - 9:13:04 pm

What program is causing this (i.e. is it the installer, BC, or Zoners) or what are you doing to get the window to pop up?

9. Lightning FlashPosted: Jan 10th, 2004 - 1:47:44 am

Well... thats kinda my question.
Btw, i cant run in steam anyway.
Pop-up error there to: STEAM VFS failed to initialize:

10. DevgruSealModified: Feb 2nd, 2004 - 2:29:21 pm

I keep getting this error when I run the compile..It says 'Could not find filesystem dll to load'

What does this meanshrug

11. snotshotPosted: Feb 12th, 2004 - 6:28:01 am

Hey, first time posting here. Need help. I'm not exactly sure what happened after Valve Hammer Editor compiled my map and then was loading it, but then, I get this while loading in CS:

executing valve.rc
executing language.cfg
"deathmatch" changed to "1"
execing config.cfg
can't use keys or values with a \
"sv_aim" changed to "1.000000"

adding: dll loaded for mod halflife
execing skill.cfg
map change failed: 'bigbox' not found on server execing cofig.cfg
can't use keys or values with a \

and that is all that I know. well, first of all, I can see why it was not found on server because I don't have one. but, do you HAVE to have one to run a map??? any suggestions??? anyone know what my problem is ??? thanks.


12. NemPosted: Feb 12th, 2004 - 6:08:17 pm

I'm a little confused about what you are actually doing...

13. GryphonPosted: Feb 15th, 2004 - 2:11:40 pm

I get the same error message, "A required .DLL file, MSVCP70.DLL, was not found.
I am running Win98, and I believe this is a Microsoft .NET file. I am about to install .NET, so we'll see if that is the fix for me.

14. GryphonPosted: Feb 15th, 2004 - 2:46:13 pm

Yes, I fixed it.
No, it wasn't .NET
I finally just searched for the file: I found a copy in my Army Operations install. I put the file into the same directory as the tools. Then, it wanted MSVCR70.DLL, which I found in the same place. It was confusing at first, because I didn't notice that it was looking for a different file.

That was it! everything compiles fine now.

15. GryphonPosted: Feb 17th, 2004 - 3:05:55 pm

I probably should clarify - I am not using your Batch Compiler; I am still using Autolycus' old batch file. I just happened upon this page because I was looking for a solution for my problem.

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