From 06202ef05a2e7725f355aaf30ca84438ad84f986 Mon Sep 17 00:00:00 2001 From: Maxxiii <30539708+Maxxiii@users.noreply.github.com> Date: Wed, 2 Sep 2020 15:12:45 +0300 Subject: Initial commit --- .../Batch_Compiler_Setup_(Source).html | 608 +++++++++++++++++++++ 1 file changed, 608 insertions(+) create mode 100644 subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html (limited to 'subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html') 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 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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Batch + Compiler Setup (Source) - NemPosted: Feb 10th, 2005 - 2:14:35 am +
+
+
+

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:

+ +
Batch Compiler At Startup
+ +

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:

+ +
Source Tools Normal Specification
+ +

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:

+ +
Options Form - General Tab
+ +

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:

+ +
Options Form - Stage Paths Tab
+ +

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:

+ +
Options Form - Stage Paths Tab
+ +

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:

+ +
Options Form - Stage Paths Tab
+ +

Once you are happy with your settings in the Stage Paths tab, move over to the + Variables tab. Your screen should look like this:

+ +
Options Form - Variables Tab
+ +

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:

+ +
Options Form - Variables Tab
+ +

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.

+
+
+
Modified: Nov 5th, 2006 - 8:51:31 pm[ 41366 Views ] +
+
+

+
+
+
1. jamie1993Posted: Aug 1st, 2007 - 1:10:25 pm +
+
+
Yea where do we get source tools and shitbored +
+

+
+
+
2. NemPosted: Aug 1st, 2007 - 1:13:09 pm +
+
+
I'm not sure what you mean... checkingthenews
+

+
+
+
3. jimmyModified: Aug 22nd, 2007 - 3:20:54 am +
+
+
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.
+ happyhappyhappy
+
+

+
+
+
4. NemPosted: Aug 23rd, 2007 - 12:35:50 am +
+
+
That's correct. apple
+

+
+
+
5. timmoModified: Nov 11th, 2007 - 11:05:36 pm +
+
+
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.
+
+ 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
+

+
+
+
6. Sgt-MessPosted: Jan 8th, 2008 - 6:49:03 am +
+
+
Shouldn't you update this tut for the orange box release. The orange box games use + different directories.
+
+ And also this tool is great. I used to use command promt and do every thing separately.
+

+
+
+
7. FredericPosted: Jul 21st, 2008 - 1:59:28 pm +
+
+
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.
+
+ Help?
+

+
+
+
8. knifeinthesnowPosted: Oct 1st, 2008 - 3:26:41 am +
+
+
yeahbabyyou did a great job on all your tools + keep up the good work! also i was confuse what to do with the path files
+

+
+
+
9. NemPosted: Oct 10th, 2008 - 10:02:56 pm +
+
+
Are you still confused? I'm not sure if you're asking a question... If not, thanks. + happy +
+

+
+
+
10. SeemonPosted: Oct 18th, 2008 - 6:40:50 am +
+
+
At the part where you set up Batch Compiler stage paths, I get lost. I'm not sure + what I'm supposed to do.

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.
+

+
+
+
11. captain + terrorPosted: Mar 10th, 2009 - 4:58:10 pm +
+
+
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:
+
+ http://files.filefront.com/rooms+captainterror2log/;13444575
+

+
+
+
12. Waffleguy388Posted: Mar 22nd, 2009 - 4:38:42 pm +
+
+
it FAIL, heres the compile log:
+
+ 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
+
+
+

+
+
+
13. -=GRW=- + [GMRC] KaosPosted: Aug 2nd, 2010 - 6:20:09 pm +
+
+
+ http://www.filefront.com/thankyou.php?f=17167937
+
+ 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.
+

+
+
+
14. ZosoPosted: Dec 9th, 2012 - 2:30:00 pm +
+
+
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
+

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
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+ + + \ No newline at end of file -- cgit v1.2.3