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[ 116816 Views ]

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76. NemPosted: Jun 25th, 2005 - 12:14:52 am
It wont run because VIS failed. You can disable the VIS stage and RAD will do direct lighting.

77. bobby2Posted: Aug 20th, 2005 - 10:54:30 am
can anyone help me? heres my log

hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)


Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlcsg -----
Command line: "C:\Documents and Settings\hdka\Desktop\New Folder\hlcsg.exe"-nowadtextures -onlyents -wadautodetect -cliptype Legacy -wadinclude halflife.wad -chart -estimate -texdata 4096 -lightdata 6144 "C:\Documents and Settings\hdka\Desktop\lol"
Entering C:\Documents and Settings\hdka\Desktop\lol.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ on ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[halflife.wad]

Error: Error opening C:\Documents and Settings\hdka\Desktop\lol.bsp: No such file or directory

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


is desperate and needs helpbleeh

78. NoBodyPosted: Aug 23rd, 2005 - 12:53:56 pm
Your having problems with the zhlt part not the batch compiler, trye VERC instead.

http://www.chatbear.com/board.plm?a=boardlisting&b=9&v=flatold

You should NOT use no wad textures, it is obsoleat as it sayes, that why it is in bold (Nemesis i told you this was a bad idea :P).

only entitys
This is your problem, this is only for updating maps where only entity probatys and point entitys where changed.

cliptype: Legacy, are you having clipping problems ???

wad: halflife.wad
This is a wad file every body hase, you should not include it, it is iligal and ONLY takes up more space.

Why use this if your not changing them
texture data 4096
light data 6144

79. Maxstriker777Posted: Nov 19th, 2005 - 11:48:37 pm
Well im on the step were u go thourgh the tabs after ur done configuring and when u said to go to the steam tab mine doenst have a steam tab but a hl instead why is that or did i do something wrong

80. BluefangModified: Nov 20th, 2005 - 1:13:18 pm
You did do something wrong. When you used the Batch Compiled ConfigTool, you chose 'Retail' insted of 'Steam'. You are usong Steam, right?

If that's the case, just run the Batch Compiled ConfigTool again (there is a link in the start menu folder, or in the HL-Compiled folder were you installed it). Besure to carefully read all of the instructions.

Then when you go to compile the map, try not changing any of the batch compiler settings. The default presets for HL1 maps should work fine. If that works, then try changing settings.

81. Maxstriker777Posted: Nov 20th, 2005 - 10:00:22 pm
Thanks

82. Maxstriker777Posted: Nov 20th, 2005 - 10:13:26 pm
When i click run after i got a map it says it hast to terminate the ms dos window and it closes did i use the wrong map file because i open a bsp from my cz folder, so were could i find a .map file like shown in the example

83. BluefangPosted: Nov 21st, 2005 - 12:45:43 pm
BSP files are already compiled maps. Don't try to open them.

the MAP/RMF files are the uncompiled maps that you create in the Map editor. Those are wherever you saved them.

When you compile the map, select the <mapname>.RMF to compile. You can do this because of the HLFix tool (it converts the RMF file to a MAP file).

84. Maxstriker777Posted: Nov 23rd, 2005 - 4:51:47 pm
I never mad a map. I thought this program configures the the file so u can use the map editor like hammer for example

85. NemPosted: Nov 23rd, 2005 - 9:09:07 pm
japanease

No wonder everyone who has been following this is so confused. Batch Compiler takes something Hammer (or other editors such as QuArK) produce and turns it into something Half-Life or Half-Life 2 can run.

transmission

86. wartech0Posted: Jan 13th, 2006 - 11:20:34 pm
look at this wtf!!! hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: "C:\Program Files\Valve Hammer Editor\zhlt\hlcsg.exe"-wadinclude dod_gettingmidevil.wad "C:\Program Files\Batch Compiler\dod_gettingmedievil"
Entering C:\Program Files\Batch Compiler\dod_gettingmedievil.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[dod_gettingmidevil.wad]

6 brushes (totalling 36 sides) discarded from clipping hulls
CreateBrush:
(0.23 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.17 seconds)

Including Wadfile: \program files\valve\steam\steamapps\wartech0\dedicated server\dod\maps\dod_gettingmidevil.wad
- Contains 5 used textures, 100.00 percent of map (6 textures in wad)

Texture usage is at 0.26 mb (of 4.00 mb MAX)
1.98 seconds elapsed

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



hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: "C:\Program Files\Valve Hammer Editor\compile\hlvis.exe"-maxdistance 7689 "C:\Program Files\Batch Compiler\dod_gettingmedievil"
Error: Portal file 'C:\Program Files\Batch Compiler\dod_gettingmedievil.prt' does not exist, cannot vis the map


----- END hlvis -----

87. BluefangModified: Jan 14th, 2006 - 6:40:45 pm
you are using tools from completely difrent versions of ZHLT. There is a 3 year difrent between the version of CSG and VIS. Download and install the COMPLETE, most revent version from here:

http://downloads.ammahls.com/zhlt/zhlt33.zip

Also, you are not running the tools in the correct order. You have CSG, VIS. The tools have to be run in the order of CSG, BSP, VIS, RAD.

88. cncHiTMANPosted: Apr 16th, 2006 - 8:25:02 am
Hey i keep getting the Bad surface extents error

it says:

Bad surface extents at position 480/768 (1056,1538,544)

I know what this normally means, and i even made the famous cube map and i still wouldnt compile wat is wrong???


89. pocco299Posted: Feb 1st, 2007 - 12:53:24 am
I compiled it alright but i get some brush error

90. reach42Posted: May 28th, 2007 - 4:25:34 pm
whenever I use Hammer's compiler, I get the Filesystem dll not found error and whenever i use Batch Compiler, The MS-Dos window pops up for about half a second and then goes away. AARRGH!
waaa

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