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diff --git a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html new file mode 100644 index 0000000..b8f4558 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html @@ -0,0 +1,608 @@ +<!DOCTYPE html> + +<head> + <title>Nem's Tools [Home - News]</title> + <link rel="shortcut icon" href="../../favicon.ico" type="image/x-icon"> + <link rel="stylesheet" type="text/css" href="../../css/default.css"> + <meta http-equiv="pragma" content="no-cache"> + <meta http-equiv="cache-control" content="no-cache"> + <meta name="author" content="Ryan Gregg"> + <meta name="description" content="Nem's Half-Life and Half-Life 2 editing tools."> +</head> + +<body> + <div class="banner" onclick="location.href='https://google.com'"> </div> + <div class="archived">This is archived copy of currently unavailable <a href="http://nemesis.thewavelength.net">Nem's + Tools website</a>, restored from <a + href="https://web.archive.org/web/20191202151405/http://www.nemesis.thewavelength.net/">Web Archive</a>. <br> + Download section now provides links to both Web Archive and to unofficial Github mirror. + </div> + <div class="main"> + <div class="group"> + <div class="separator"></div> + <div class="heading2 menu"> + <a href="../../index.html" class="menuitem">Home</a> + <a href="../../pages/GCFScape.html" class="menuitem">GCFScape</a> + <a href="../../pages/Crafty.html" class="menuitem">Crafty</a> + <a href="../../pages/VTFLib.html" class="menuitem">VTFLib</a> + <a href="../../pages/Batch_Compiler.html" class="menuitem">Batch Compiler</a> + <a href="../../pages/Terrain_Generator.html" class="menuitem">Terrain Generator</a> + <a href="../../pages/BSP_Viewer.html" class="menuitem">BSP Viewer</a> + <a href="../../pages/MAP_Viewer.html" class="menuitem">MAP Viewer</a> + <a href="../../pages/virtuAMP.html" class="menuitem">virtuAMP</a> + <a href="../../pages/Miscellaneous.html" class="menuitem">Miscellaneous</a> + </div> + <div class="separator"></div> + <div class="content"> + <div class="main_area"> + <div class="space"></div> + <div class="main_content"> + <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 + href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?c=141&o=0&action=addauthor">here</a>. + </div> + </div> + <div class="main_sidebar"> + <div class="group"> + <div 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