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:
+ +
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.
+ +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 Check For Updates from the Help menu. This will bring up a + dialog which can be used to update all official specification files. Clicking Update 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.
+ +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 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 + Source in it. To load the specification simply click it in the Specifications menu. Your + screen should look like this:
+ +
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:
+ +
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:
+ +
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:
+ +
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\address@host.com\sourcesdk\bin. Continue this process for all the reaming tools. + Your screen should look something like this:
+ +
Once you are happy with your settings in the Stage Paths tab, move over to the + Variables tab. Your screen should look like this:
+ +
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:
+ +BinRoot: (Source SDK bin directory.)
+ +-
+
- All MODs: ...\Steam\SteamApps\address@host.com\sourcesdk\bin +
ValveProject: (GameInfo.txt directory.)
+ +-
+
- Half-Life 2: ...\Steam\SteamApps\address@host.com\half-life 2\hl2 +
- Half-Life 2: Deathmatch: ...\Steam\SteamApps\address@host.com\half-life 2 deathmatch\hl2mp + +
- Counter-Strike: Source: ...\Steam\SteamApps\address@host.com\counter-strike source\cstrike + +
- Day of Defeat: Source: ...\Steam\SteamApps\address@host.com\day of defeat source\dod +
Output: (BSP output directory.)
+ +-
+
- Half-Life 2: ...\Steam\SteamApps\address@host.com\half-life 2\hl2\maps +
- Half-Life 2: Deathmatch: ...\Steam\SteamApps\address@host.com\half-life 2 + deathmatch\hl2mp\maps +
- Counter-Strike: Source: ...\Steam\SteamApps\address@host.com\counter-strike + source\cstrike\maps +
- Day of Defeat: Source: ...\Steam\SteamApps\address@host.com\day of defeat source\dod\maps + +
Your form should look something like this when you're all done:
+ +
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 "Fast" compile preset which + you can use for all your maps. Please continue to the next + page.
++
+
+
+
+
+
+
+
+ Extra App Id set to 211, but no SteamAppId
+
+ As the log is generated with the map details I am guessing this is a path error is it?
+
+ Aprreciate any advice as usual, thanks
+
+
+ And also this tool is great. I used to use command promt and do every thing separately.
+
+
+ Help?
+
+
+
Could you maybe provide a full screenshot of the stage paths + listed? And likewise for the variables?
+
+ Other than that, I seem to be fine.
+
+
+ http://files.filefront.com/rooms+captainterror2log/;13444575
+
+
+ materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials
+ Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf
+ fixing up env_cubemap materials on brush sides...
+ 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
+ Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!
+ Processing areas...done (0)
+ Building Faces...done (0)
+ FixTjuncs...
+ PruneNodes...
+ WriteBSP...
+ done (0)
+ Creating default cubemaps for env_cubemap using skybox materials:
+ skybox/sky_day01_08*.vmt
+ Run buildcubemaps in the engine to get the correct cube maps.
+
+ No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
+ Can't load skybox file skybox/sky_day01_08 to build the default cubemap!
+ Finding displacement neighbors...
+ Finding lightmap sample positions...
+ Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
+ Building Physics collision data...
+ done (0) (47093 bytes)
+ Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
+ Water found with no water_lod_control entity, creating a default one.
+ Compacting texture/material tables...
+ Reduced 261 texinfos to 135
+ Reduced 25 texdatas to 22 (706 bytes to 554)
+ Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp
+ 3 seconds elapsed
+
+
+
+ 2 threads
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
+ LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
+
+
+
+ materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials
+ Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf
+ fixing up env_cubemap materials on brush sides...
+ 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
+ Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!
+ Processing areas...done (0)
+ Building Faces...done (0)
+ FixTjuncs...
+ PruneNodes...
+ WriteBSP...
+ done (1)
+ Creating default cubemaps for env_cubemap using skybox materials:
+ skybox/sky_day01_08*.vmt
+ Run buildcubemaps in the engine to get the correct cube maps.
+
+ No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
+ Can't load skybox file skybox/sky_day01_08 to build the default cubemap!
+ Finding displacement neighbors...
+ Finding lightmap sample positions...
+ Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
+ Building Physics collision data...
+ done (0) (47093 bytes)
+ Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
+ Water found with no water_lod_control entity, creating a default one.
+ Compacting texture/material tables...
+ Reduced 261 texinfos to 135
+ Reduced 25 texdatas to 22 (706 bytes to 554)
+ Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp
+ 4 seconds elapsed
+
+
+
+ 2 threads
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
+ LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
+
+
+
+
+ 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.
+
+
New users can register here. +