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+ <div class="group">
+ <div class="heading1">
+ <div class="space"></div><span class="left"><a name="p141"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?c=141#p141">Batch
+ Compiler Setup (Source)</a> - <a
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Feb 10th, 2005 - 2:14:35 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">
+ <p>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.</p>
+
+ <p>First things first, if you don't already have the program head over to the <a
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?p=3">downloads</a>
+ page, pick it up and install it. The installer is a standard Windows installer so I will leave that to
+ your imagination.</p>
+
+ <p>Once you have installed Batch Compiler start the program up. <b><span class="warning">If you get an
+ error when you run it then you need the .NET framework which is linked to on the <a
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?p=3">downloads</a>
+ page.</span></b> Batch Compiler should look like this when you start it up:</p>
+
+ <center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup1.png" width="790"
+ height="605" alt="Batch Compiler At Startup"></center>
+
+ <p>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 2 map (which this tutorial works on), a map for
+ another game, or even such things as applications.</p>
+
+ <p>Before we take a look at these specifications, it is a good idea to make sure they are all up to
+ date. To do this, select <b>Check For Updates</b> from the <b>Help</b> menu. This will bring up a
+ dialog which can be used to update all official specification files. Clicking <b>Update</b> will do
+ just that. It is reccomended that you check for updates every so often to make sure you have the
+ latest specification for the latest updates to the tools.</p>
+
+ <p>Six specifications come with Batch Compiler (they can be found under the <b>Specifications</b> menu).
+ They are:</p>
+
+ <ul>
+ <li><b>Quake Tools Legacy:</b> The original Quake Tools specification.</li>
+ <li><b>Source Tools Advanced:</b> The advanced Source Tools specification. Recommended for experianced
+ users.</li>
+ <li><b>SourceTools Normal:</b> The standard Source Tools specification. Recommended for new users.
+ </li>
+ <li><b>Zoners Tools Advanced:</b> The advanced Zoners Tools specification. Recommended for experianced
+ users.</li>
+ <li><b>Zoners Tools Legacy:</b> The original Zoners Tools specification.</li>
+ <li><b>Zoners Tools Normal:</b> The standard Zoners Tools specification. Recommended for new users.
+ </li>
+ </ul>
+
+ <p>You're welcome to use any specification you wish, I would, however, recommend the Source Tools Normal
+ specification because if you are reading this, you are probably a new user. You can always upgrade to
+ the Source Tools Advanced specification latter. If you are reading this tutorial you are setting Batch
+ Compiler up for Source mapping so make sure you pick one of the specifications that has the word
+ <i>Source</i> in it. To load the specification simply click it in the <b>Specifications</b> menu. Your
+ screen should look like this:</p>
+
+ <center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup2.png" width="790"
+ height="605" alt="Source Tools Normal Specification"></center>
+
+ <p>Now that we have the specification open, we need to proceed to set Batch Compiler up to use it. In
+ the <b>Options</b> menu click the <b>Setup</b> button. Your screen should look like this:</p>
+
+ <center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup3.png" width="304"
+ height="376" alt="Options Form - General Tab"></center>
+
+ <p>The <b>General</b> tab contains information specific to the editor itself. Its options are:</p>
+
+ <ul>
+ <li><b>Opacity:</b> Set the opacity of the program (make it see through).</li>
+ <li><b>Log Viewer:</b> Set the program Batch Compiler uses to view LOG files.</li>
+ <li><b>Recent Files:</b> Set the number of recent files to store, this is used for both BCP and MAP
+ files.</li>
+ <li><b>Associate With:</b> Press the <i>BCP Files</i> 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.</li>
+ </ul>
+
+ <p>When you first start Batch Compiler, Batch Compiler will try to find NotePad using system path
+ variables and set it as your <b>Log Viewer</b>. If your <b>Log Viewer</b> is not set you will have to
+ manually browse for an appropriate application. Some appropriate standard windows applications include
+ NotePad and WordPad.</p>
+
+ <p>Once you are happy with your settings in the <b>General</b> tab, move over to the <b>Stage Paths</b>
+ tab. Your screen should look like this:</p>
+
+ <center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup4.png" width="304"
+ height="376" alt="Options Form - Stage Paths Tab"></center>
+
+ <p>The <b>Stage Paths</b> 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 <b>BSP Path</b>, its
+ browse button also becomes active as shown below:</p>
+
+ <center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup5.png" width="304"
+ height="376" alt="Options Form - Stage Paths Tab"></center>
+
+ <p>Now simply press the browse button (the button with the three dots) and browse to the file located on
+ your hard drive. This file is part of the Source SDK and can be found in the folder
+ ...\Steam\SteamApps\[email protected]\sourcesdk\bin. Continue this process for all the reaming tools.
+ Your screen should look something like this:</p>
+
+ <center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup6.png" width="304"
+ height="376" alt="Options Form - Stage Paths Tab"></center>
+
+ <p>Once you are happy with your settings in the <b>Stage Paths</b> tab, move over to the
+ <b>Variables</b> tab. Your screen should look like this:</p>
+
+ <center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup7.png" width="304"
+ height="376" alt="Options Form - Variables Tab"></center>
+
+ <p>The <b>Variables</b> 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 <b>Stage Paths</b> tab and
+ should be set as follows:</p>
+
+ <p><b>BinRoot:</b> (Source SDK bin directory.)</p>
+
+ <ul>
+ <li><b>All MODs:</b> ...\Steam\SteamApps\[email protected]\sourcesdk\bin</li>
+ </ul>
+
+ <p><b>ValveProject:</b> (GameInfo.txt directory.)</p>
+
+ <ul>
+ <li><b>Half-Life 2:</b> ...\Steam\SteamApps\[email protected]\half-life 2\hl2</li>
+ <li><b>Half-Life 2: Deathmatch:</b> ...\Steam\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp
+ </li>
+ <li><b>Counter-Strike: Source:</b> ...\Steam\SteamApps\[email protected]\counter-strike source\cstrike
+ </li>
+ <li><b>Day of Defeat: Source:</b> ...\Steam\SteamApps\[email protected]\day of defeat source\dod</li>
+ </ul>
+
+ <p><b>Output:</b> (BSP output directory.)</p>
+
+ <ul>
+ <li><b>Half-Life 2:</b> ...\Steam\SteamApps\[email protected]\half-life 2\hl2\maps</li>
+ <li><b>Half-Life 2: Deathmatch:</b> ...\Steam\SteamApps\[email protected]\half-life 2
+ deathmatch\hl2mp\maps</li>
+ <li><b>Counter-Strike: Source:</b> ...\Steam\SteamApps\[email protected]\counter-strike
+ source\cstrike\maps</li>
+ <li><b>Day of Defeat: Source:</b> ...\Steam\SteamApps\[email protected]\day of defeat source\dod\maps
+ </li>
+ </ul>
+
+ <p>Your form should look something like this when you're all done:</p>
+
+ <center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup8.png" width="304"
+ height="376" alt="Options Form - Variables Tab"></center>
+
+ <p>Once you are happy with your paths click the <b>OK</b> button to return to Batch Compiler's main
+ screen. We are now going to go through the steps for creating a generic "Fast" compile preset which
+ you can use for all your maps. Please continue to the <a href="Creating_A_Preset_(Source).html">next
+ page</a>.</p>
+ </div>
+ <div class="heading1">
+ <div class="space"></div><span class="left">Modified: Nov 5th, 2006 - 8:51:31 pm</span><span
+ class="right">[ 41366 Views ]</span>
+ <div class="space"></div>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c2590"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=2875">jamie1993</a></span><span
+ class="right">Posted: Aug 1st, 2007 - 1:10:25 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Yea where do we get source tools and shit<img src="../../images/emotes/bored.gif"
+ width="32" height="32" alt="bored">
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">2.</span> <a name="c2593"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Aug 1st, 2007 - 1:13:09 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I'm not sure what you mean... <img src="../../images/emotes/checkingthenews.gif"
+ width="32" height="32" alt="checkingthenews"></div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c2622"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=2900">jimmy</a></span><span
+ class="right">Modified: Aug 22nd, 2007 - 3:20:54 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I don't have source yet but it seems to me that you get hammer(4.0?) and the source
+ tools(bsp, vis, rad) from the source SDK on steam. If I'm wrong please correct me. I can't wait to build
+ for HL2.<br>
+ <img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"><img
+ src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"><img
+ src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"><br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c2623"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Aug 23rd, 2007 - 12:35:50 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">That's correct. <img src="../../images/emotes/apple.gif" width="32" height="32"
+ alt="apple"></div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c2702"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1142">timmo</a></span><span
+ class="right">Modified: Nov 11th, 2007 - 11:05:36 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hi Nem, a long time since I have used the compiler for mapping. I am mapping for HL
+ 2" now but although I thought I had setup the compiler ok I get this message when I compile.<br>
+ <br>
+ Extra App Id set to 211, but no SteamAppId<br>
+ <br>
+ As the log is generated with the map details I am guessing this is a path error is it?<br>
+ <br>
+ Aprreciate any advice as usual, thanks</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c2779"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3119">Sgt-Mess</a></span><span
+ class="right">Posted: Jan 8th, 2008 - 6:49:03 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Shouldn't you update this tut for the orange box release. The orange box games use
+ different directories.<br>
+ <br>
+ And also this tool is great. I used to use command promt and do every thing separately.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">7.</span> <a name="c2953"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3364">Frederic</a></span><span
+ class="right">Posted: Jul 21st, 2008 - 1:59:28 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hello.I'm wondering how to get this to work with ep2/Orangebox games.I tried many
+ ways to make it work but it always seems to be missing all the materials/models in the map and it
+ crashes on Building Physics collision data.<br>
+ <br>
+ Help?</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c2998"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3455">knifeinthesnow</a></span><span
+ class="right">Posted: Oct 1st, 2008 - 3:26:41 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><img src="../../images/emotes/yeahbaby.gif" width="32" height="32"
+ alt="yeahbaby"><span style="color: red;">you did a great job on all your tools
+ keep up the good work! also i was confuse what to do with the path files</span></div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c3002"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Oct 10th, 2008 - 10:02:56 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Are you still confused? I'm not sure if you're asking a question... If not, thanks.
+ <img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy">
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c3005"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3476">Seemon</a></span><span
+ class="right">Posted: Oct 18th, 2008 - 6:40:50 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">At the part where you set up Batch Compiler stage paths, I get lost. I'm not sure
+ what I'm supposed to do.<br><br>Could you maybe provide a full screenshot of the <b>stage paths</b>
+ listed? And likewise for the <b>variables</b>?<br>
+ <br>
+ Other than that, I seem to be fine.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c3145"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3198">captain
+ terror</a></span><span class="right">Posted: Mar 10th, 2009 - 4:58:10 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I can't compile orange box maps... I'm running as administrator, i'm pretty sure all
+ my paths are right, and here is my compile log:<br>
+ <br>
+ http://files.filefront.com/rooms+captainterror2log/;13444575</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c3152"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3682">Waffleguy388</a></span><span
+ class="right">Posted: Mar 22nd, 2009 - 4:38:42 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">it FAIL, heres the compile log:<br>
+ <br>
+ materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials<br>
+ Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf<br>
+ fixing up env_cubemap materials on brush sides...<br>
+ 0...1...2...3...4...5...6...7...8...9...10**** leaked ****<br>
+ Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!<br>
+ Processing areas...done (0)<br>
+ Building Faces...done (0)<br>
+ FixTjuncs...<br>
+ PruneNodes...<br>
+ WriteBSP...<br>
+ done (0)<br>
+ Creating default cubemaps for env_cubemap using skybox materials:<br>
+ skybox/sky_day01_08*.vmt<br>
+ Run buildcubemaps in the engine to get the correct cube maps.<br>
+ <br>
+ No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"<br>
+ Can't load skybox file skybox/sky_day01_08 to build the default cubemap!<br>
+ Finding displacement neighbors...<br>
+ Finding lightmap sample positions...<br>
+ Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br>
+ Building Physics collision data...<br>
+ done (0) (47093 bytes)<br>
+ Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br>
+ Water found with no water_lod_control entity, creating a default one.<br>
+ Compacting texture/material tables...<br>
+ Reduced 261 texinfos to 135<br>
+ Reduced 25 texdatas to 22 (706 bytes to 554)<br>
+ Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp<br>
+ 3 seconds elapsed<br>
+ <br>
+ <br>
+ <br>
+ 2 threads<br>
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp<br>
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt<br>
+ LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt<br>
+ <br>
+ <br>
+ <br>
+ materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials<br>
+ Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf<br>
+ fixing up env_cubemap materials on brush sides...<br>
+ 0...1...2...3...4...5...6...7...8...9...10**** leaked ****<br>
+ Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!<br>
+ Processing areas...done (0)<br>
+ Building Faces...done (0)<br>
+ FixTjuncs...<br>
+ PruneNodes...<br>
+ WriteBSP...<br>
+ done (1)<br>
+ Creating default cubemaps for env_cubemap using skybox materials:<br>
+ skybox/sky_day01_08*.vmt<br>
+ Run buildcubemaps in the engine to get the correct cube maps.<br>
+ <br>
+ No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"<br>
+ Can't load skybox file skybox/sky_day01_08 to build the default cubemap!<br>
+ Finding displacement neighbors...<br>
+ Finding lightmap sample positions...<br>
+ Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br>
+ Building Physics collision data...<br>
+ done (0) (47093 bytes)<br>
+ Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br>
+ Water found with no water_lod_control entity, creating a default one.<br>
+ Compacting texture/material tables...<br>
+ Reduced 261 texinfos to 135<br>
+ Reduced 25 texdatas to 22 (706 bytes to 554)<br>
+ Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp<br>
+ 4 seconds elapsed<br>
+ <br>
+ <br>
+ <br>
+ 2 threads<br>
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp<br>
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt<br>
+ LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt<br>
+ <br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c3454"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=4108">-=GRW=-
+ [GMRC] Kaos</a></span><span class="right">Posted: Aug 2nd, 2010 - 6:20:09 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><a
+ href="https://web.archive.org/web/20170915144730/http://www.filefront.com/thankyou.php?f=17167937">
+ http://www.filefront.com/thankyou.php?f=17167937</a><br>
+ <br>
+ Hey guys, I added Garry's Mod to the base settings for the Steam tab. You can now select it in the
+ drop-down game menu. This is the "Steam.BCI" file that goes in "Specifications" in your Batch Compiler
+ folder.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c3767"
+ href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=7433">Zoso</a></span><span
+ class="right">Posted: Dec 9th, 2012 - 2:30:00 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">How would i do a Full compile? would it be just changing the option from fast to
+ normal if using the "fast" preset tutorial? is there any other options i need to select </div>
+ </div><br>
+ <div class="info center">You must be logged in to post a comment.<br>New users can register <a
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+ <div class="separator"></div>
+ <div class="heading2 center"><span class="note">Nem's Tools v2.0 » 2006 <a
+ href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
+ time: 0.07963s; Queries: 14.<br>
+ </span></div>
+ </div>
+ </div>
+</body>
+
+</html> \ No newline at end of file