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 --- ...ng_Preset_Quick_Launch_Buttons_(Half-Life).html | 469 ++++ ...dding_Preset_Quick_Launch_Buttons_(Source).html | 322 +++ .../Batch_Compiler_Setup_(Half-Life).html | 579 +++++ .../Batch_Compiler_Setup_(Source).html | 608 +++++ .../Batch_Compiler_Specification_Files.html | 2714 ++++++++++++++++++++ .../Creating_A_Preset_(Half-Life).html | 565 ++++ .../Creating_A_Preset_(Source).html | 431 ++++ 7 files changed, 5688 insertions(+) create mode 100644 subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html create mode 100644 subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html create mode 100644 subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html create mode 100644 subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html create mode 100644 subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html create mode 100644 subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html create mode 100644 subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html (limited to 'subpages/Batch_Compiler-Tutorials') diff --git a/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html new file mode 100644 index 0000000..b252111 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html @@ -0,0 +1,469 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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+ +
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+
Adding + Preset 'Quick Launch' Buttons (Half-Life) - NemPosted: May 26th, 2003 - 10:42:46 pm +
+
+
+

If you are coming from the Creating + A Preset tutorial then you should be all set to add your "Full" preset to the Presets + menu; otherwise, if you have not created a "Full" preset, please see the Creating + A Preset tutorial.

+ +

To add a preset to the Presets menu we must first head back to the options form. In the + Options menu click Setup. Next click on the Presets tab. It should look like + this:

+ +
Options Form - Presets Tab
+ +

Now click the Add button and browse to the location you saved your preset to, select it, and + open it. The preset will now be added to your list of presets as shown below:

+ +
Options Form - Paths Tab
+ +

You can add as many presets as you want here, and remove them latter by simply selecting them and + clicking the Remove button. Once you are happy with the presets you have added, click OK + to return to the main Batch Compiler from. You'll now notice a shinny new Presets main menu + option. From here you can launch any presets you added from the options form. It should look like + this:

+ +
Batch Compiler Form
+ +

You can pick up a pack of three common preset files here. + This includes presets for fast, normal, and full compiles.

+
+
+
Modified: Mar 24th, 2005 - 6:15:30 pm[ 24428 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. NemPosted: Jun 5th, 2003 - 9:10:25 pm +
+
+

+ A lot of people are always asking me what good settings for a full compile are, so if you haven't + noticed the like to sample preset files yet, look directly above this post.
+
+ capoera
+
+

+
+
+
2. madman_12004Posted: Oct 3rd, 2003 - 6:11:15 am +
+
+

+ one thing im new to this and i was wondering if you need to have Half life.where
+
+

+
+
+
3. NemPosted: Oct 3rd, 2003 - 3:49:39 pm +
+
+

+ As in will it work for CS retail? Yes it will, just change the appropriate paths (i.e., instead of + hl.exe use cstrike.exe).
+
+

+
+
+
4. mykel_suthertunPosted: Oct 16th, 2003 - 3:02:36 pm +
+
+

+ I used to compile in Worldcraft but it has since stopped working with my map, so I downloaded your + compiler. I followed the tutorial exactly, and even downloaded the Full preset and used it to compile my + map. It worked, however there are no shadows in my map at all like there used to be. How can I fix + this?
+
+

+
+
+
5. rexbronPosted: May 26th, 2004 - 4:57:30 pm +
+
+

+ I have not been able to find a tutorial on how comple in 1.6 and then launch right in to it. I was + wondering if any one knew how?
+
+

+
+
+
6. DeadManPosted: Jul 18th, 2004 - 10:38:36 pm +
+
+

+ i have every thing set up just as above but i get this in the log file.....
+ ----------------------------------------------------
+ Error: Entity 0, Brush 439, Side 1: has a coplanar plane at (2984, 1808, 384), texture METALSKIN1
+ Error: Entity 0, Brush 439: outside world(+/-4096): (-1658,-7165,-10000)-(7798,10459,10000)
+ Error: Entity 0, Brush 439: outside world(+/-4096): (-1658,-7165,-10000)-(7798,10459,10000)
+ Error: Entity 0, Brush 439: outside world(+/-4096): (-1658,-7165,-10000)-(7798,10459,10000)
+ ----------------------------------------------------
+ can anyone help or head me in the right direction??
+
+ thanx
+
+

+
+
+
7. NemPosted: Jul 19th, 2004 - 10:25:38 am +
+
+

You have BC set up right, but any errors you get compiling are errors with your + map, not BC. See this + page.
+
+

+
+
+
8. DeadManModified: Jul 20th, 2004 - 10:57:05 am +
+
+

+
Code:
+
This error is always caused by vertex manipulation.
A plane is defined by 3 + unique coordinates. If any of the three
coordinates are the same, then you don't really have a + plane (its
either a line or a point).
There is no way to fix this error other than to delete + the brush and
recreate it completely.

+ im taking it that the surfaces must be cbes,hex,etc. and cant have 2 sides..
+
+

+
+
+
9. neo-interactivePosted: Sep 6th, 2004 - 8:28:12 pm +
+
+

+ Error: Can't open c:\windows\desktop\neo-map\index.p0
+
+
+
+ i get this error when compiling my map!!!!bleeh
+
+

+
+
+
10. neo-interactivePosted: Sep 6th, 2004 - 8:29:37 pm +
+
+

+ i get another error too
+
+ the file is invalid or not set!
+
+ c:\programsfiles\valvahammereditor\compiler.bat
+
+

+
+
+
11. squirtlePosted: Dec 11th, 2005 - 2:27:48 pm +
+
+
i have a question. i got my map to work but after i almost threw my computer accross + the room. i keeped getting a light error it said to add lights. well i had some so i thought maybe i + need more, and thew lights all over the place and then the compile just had a quick dos popup window + comes up and goes away and nothing happens. so i took a screenshot and saw it said unknown option + "-cliptype" so i went to the csg tab and unchecked cliptype and it compiled fine. what am i doing wrong + that cliptype had to be unchecked?
+

+
+
+
12. NemPosted: Dec 11th, 2005 - 11:55:40 pm +
+
+
The switch isn't working because the version of Zoner's Tools that you have is out of + date. See this page for + more info.
+

+
+
+
13. squirtlePosted: Dec 15th, 2005 - 9:57:29 pm +
+
+
are u entirly sur about that because I tried that. and another thing, the tools from + "Zoners Tools Legacy (v2.5.3)" in the archive mapping tools u have for download didnt work eather but i + got another version called zhlt253-17. not sure if thats same version but thoes tools work but like i + said, i have to uncheck cliptype. can u specify what versions are compatible. im using valve + hammer/worldcraft 3.4 and batch compiler 3.1.2.
+

+
+
+
14. NemModified: Dec 16th, 2005 - 12:55:39 pm +
+
+
Here is a better link. According to + that link, the latest tools (v3.3) support the cliptype parameter. If they don't, please let me know and + I'll update the specification. It is had for me to keep track of all the changes to the tools on top of + everything.
+
+ The cliptype switch isn't essential as long as you aren't running out of clip nodes, so if you aren't, + you can safey ignore it.
+

+
+
+
15. BluefangModified: Dec 16th, 2005 - 3:05:51 pm +
+
+
The cliptype option is only in zhlt 2.5.3m1.7p3 (I guess that's the full name). That + means any of the really old tools (zhlt 2.5.3 and before), semi-old tools (mhlt 1.7 and before) and earl + chlt builds don't have the clip type options. The option was introducex in XP-Cageys 'P' series. See the version + history if you don't beleive me.

If you want to use the cliptype option, your best bet is a + version of ZHLT + 3. Like Nem siad, unless you are having clipping problems, you shouldn't even need to use this + option. However, if you are using ZHLT 3+, I suggust using cliptype precise if it dosn't cause you any + error.
+

+
[ 1 2 + ]

+
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Execution + time: 0.07963s; Queries: 14.
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+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html new file mode 100644 index 0000000..f7d6216 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html @@ -0,0 +1,322 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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Adding + Preset 'Quick Launch' Buttons (Source) - NemPosted: Feb 10th, 2005 - 2:14:07 am +
+
+
+

If you are coming from the Creating + A Preset tutorial then you should be all set to add your "Fast" preset to the Presets + menu; otherwise, if you have not created a "Fast" preset, please see the Creating + A Preset tutorial.

+ +

To add a preset to the Presets menu we must first head back to the options form. In the + Options menu click Setup. Next click on the Presets tab. It should look like + this:

+ +
Options Form - Presets Tab
+ +

Now click the Add button and browse to the location you saved your preset to, select it, and + open it. The preset will now be added to your list of presets as shown below:

+ +
Options Form - Paths Tab
+ +

You can add as many presets as you want here, and remove them latter by simply selecting them and + clicking the Remove button. Once you are happy with the presets you have added, click OK + to return to the main Batch Compiler from. You'll now notice a shinny new Presets main menu + option. From here you can launch any presets you added from the options form. It should look like + this:

+ +
Batch Compiler Form
+
+
+
[ 26364 Views ] +
+
+

+
+
+
1. nitros2005ukPosted: Feb 26th, 2005 - 7:51:32 pm +
+
+
THAT WAS VERY HELPFUL, I JUST WISH HAMMER WAS
+

+
+
+
2. mlfodorPosted: Jul 15th, 2007 - 2:12:42 pm +
+
+
Just installed the compiler and followed setup tutorial. All worked well. Just + curious though, when you press F9 in Hammer it runs its compilers. Can hammer be set to run this + compiler so you're not switching between two programs?
+

+
+
+
3. BluefangPosted: Jul 16th, 2007 - 3:19:50 pm +
+
+
If you've gone through setting up the Batch Compiler once and you setup all of the + preferences you want, then you should be able to save a BATCH (.bat) file insted of running the compile. + I think that option is under the Compile menu.
+
+ This generates and saves the same BATCH script that the batch compiler its self would use to compile + your map. As ling as the source and destination files are always going to be in the same place, you can + directly execute this script with out needing the Batch Compiler.
+
+ To execute this compile script from Hammer, go to the Expert Run Map dialog
+
+ http://developer.valvesoftware.com/wiki/Hammer_Run_Map_Expert
+
+ make a new profile and insted of adding the compile tools, add a new Command. this is where you enter + your newly created BATCH script. Then whenever you compile using this special profile in Hammer, it will + call the BATCH script and compile your map.
+
+ If you want to change some options in the BATCH script, open up the Batch Compiler, make the changes you + want, then re-save over the old BATCH script (that way you don't need to change any thing in Hammer). + Alternatively, if you have different settings that you use often, create multiple BATCH scripts and + profiles in Hammer so you can quickly change what script you want Hammer to execute.
+

+
+
+
4. Big_ALPosted: Apr 9th, 2008 - 4:26:04 pm +
+
+
Hey Guys & Gals
+
+ I Set Up Batch Compiler To Suit DOD 1.3 using The halflife Tutorial & It comes Up With A Error + windows error I Think "ERROR cant open complier.bat"
+
+ the built in complier in hammer works fine
+ (but when i compile a map it has no errors i try & load a local game to test it wont load just sits + in the DOD splash screen)
+
+ any idears ??? :)
+
+
+ Cheers AL
+

+
+
+
5. sparkermachyModified: Nov 3rd, 2009 - 12:48:48 am +
+
+
I found this slightly helpful but heres the problem, it wont compile. "Error writing + batch file
+ C:\Program Files\Batch Compiler\compile.bat"
+

+
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Execution + time: 0.07963s; Queries: 14.
+
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+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html new file mode 100644 index 0000000..3b8a745 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html @@ -0,0 +1,579 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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+
Batch + Compiler Setup (Half-Life) - NemPosted: May 26th, 2003 - 10:43:23 pm +
+
+
+

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 map (which this tutorial works on), a map for + another game, or even such things as applications.

+ +

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 Zoners Tools Normal + specification because if you are reading this, you are probably a new user. You can always upgrade to + the Zoners Tools Advanced specification latter. If you are reading this tutorial you are setting Batch + Compiler up for Half-Life mapping so make sure you pick one of the specifications that has the word + Half-Life in it. To load the specification simply click it in the Specifications menu. + Your screen should look like this:

+ +
Zoners 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:

+ +

The Stage Paths tab allows you to set the paths to all the tools used in your current + specification. Because we are using the Zoners Tools Normal specification file we will first need + these tools on our hard drive. If you do not already have Zoners Tools you can download the latest + version here or find it + in the Mapping Tools pack available here. + Note: the Zoners Tools Normal and Zoners Tools Advanced specifications make + use of Zoners Tools v3.0.0 and up.

+ +

Once you have the tools we can continue with the tutorial. To begin specifying the paths select the + CSG tool from the list of tools on your screen. Once selected the bottom text box on the form changes + its caption to read CSG 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. 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:

+ +

WADRoot: (Game directory.)

+ +
    +
  • Half-Life: ...\Steam\SteamApps\address@host.com\half-life
  • +
  • Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat
  • +
  • Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life
  • +
+ +

Output: (BSP output directory.)

+ +
    +
  • Half-Life: ...\Steam\SteamApps\address@host.com\half-life\valve\maps
  • +
  • Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat\dod\maps +
  • +
  • Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life\ns\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 "Full" compile preset which + you can use for all your maps. Please continue to the next + page.

+
+
+
Modified: Mar 24th, 2005 - 6:13:26 pm[ 81728 Views ] +
+
+

+
[ 1 2 + 3 + 4 + ]

+
+
+
1. DivinePosted: Oct 5th, 2004 - 7:17:27 pm +
+
+

+ my thing is broken
+
+
+

+
+
+
2. DivinePosted: Oct 5th, 2004 - 7:18:50 pm +
+
+

+ When i start ms dos it just sys that same introduction and than it just stops ive made a map before it + used to work i dont know what happned. please help
+
+

+
+
+
3. BluefangPosted: Oct 6th, 2004 - 12:23:24 pm +
+
+

+ first, make sure that you have all of the paths set up correctly
+
+ second, make sure that you have the correct settings for each of the compile tools
+
+ third, make sure that you do not have any errors in the DOS window.
+
+ if you can, copy the contents of the DOS window and paste it here.
+
+
+ if all else fails, try using the HL-Compiled installer (also on the Batch Compiler download page). this + will install the Batch Compiler, the latest compile tools, and will set it all up for you. the only + thing you need to do is to select the map and press run.
+
+

+
+
+
4. mR.sPANKYPosted: Feb 8th, 2005 - 2:55:46 pm +
+
+
Hey nems would you be able to make some new setup tutorials for the new batch + compiler because I have no idea what the variables tab is for and there is no longer any input output + tabs in the setup.
+

+
+
+
5. NemModified: Feb 8th, 2005 - 5:39:04 pm +
+
+
I'll try to update these tutorials soon, but for now:

The "Variables" tab + basically replaces the Input and Ouput path in a more flexible way. For Half-Life specifications there + are two fields, these are:
    +
  1. WADRoot: The same as the Input Path in this tutorial.
  2. +
  3. Output: The same as the Output Path in this tutorial.
  4. +
For the Source specifications there are three fields, these are:
    +
  1. BinRoot: The path to your bin folder in the sdk (where all the tools are located).
  2. +
  3. ValveProject: The path to the folder your GameInfo.txt file is in.
  4. +
  5. Output: The path to the folder to copy your .bsp files to. More less the same as the + Output Path in this tutorial.
  6. +
+
+

+
+
+
6. HeAdCrAb + KILLAPosted: Apr 27th, 2005 - 1:25:58 pm +
+
+
When I go to compile my MAP the DOS window (the black one) tells me I have an ERROR + and to refer to the LOG text file to find the ERROR. There are NO ERRORS in the LOG file! WTF!!! Need + help! - HeAdCrAb KILLA
+

+
+
+
7. NemPosted: Apr 27th, 2005 - 1:40:15 pm +
+
+
From within Batch Compiler, go File->View Log File to view your log file. If that + doesn't work, try reading the console output to see what the error is.
+

+
+
+
8. HeAdCrAb + KILLAPosted: Apr 27th, 2005 - 3:35:52 pm +
+
+
I cannot find ANY ERROR reading in the LOG file. The last time I tried compiling in + Hammer, an ERROR came up "access is denied," but I don't kno if that has anything to do with this. How + do I view this "console?" - HeAdCrAb KILLA
+

+
+
+
9. NemPosted: Apr 27th, 2005 - 3:56:49 pm +
+
+
The console is the thing that is telling you to view your log file. Right click on + the console and select the text, the pres enter to copy it and paste it here.
+

+
+
+
10. BluefangPosted: Apr 28th, 2005 - 2:25:03 pm +
+
+
"The last time I tried compiling in Hammer, an ERROR came up "access is denied," but + I don't kno if that has anything to do with this."
+
+ sounds like some of your paths are incorrectly setup.
+

+
+
+
11. Black-DroolPosted: Jul 18th, 2005 - 9:23:13 pm +
+
+
I love maps, I have made about 25, and don't know much about compiling... :) I really + need help. With a nubish username like myself prepare to be annoyed by me!
+
+ ;)
+
+ Help me with "Ripent" What is that?
+
+ Where can i find that, and also, you said an MS-DOS screen pops up can compiles ur map... does the + MS-DOS screen stay there? or does it quickly disappear and compile unseen?
+

+
+
+
12. NemPosted: Jul 18th, 2005 - 10:44:34 pm +
+
+
The only essential stages are CSG, BSP, VIS and RAD.
+
+ RipEnt is used for hand editing entities when either the .rmf source is not available or you don't want + to recompile.
+
+ The DOS window will stay open until you close it, if you have pause enabled in the options menu. You can + close Batch Compiler while you are compiling though.
+

+
+
+
13. Black-DroolPosted: Jul 19th, 2005 - 12:28:59 pm +
+
+
So wait, what are those "recent Files" for? what do they do, and also my MS-DOS + screen pops up for like 1 milisecond then dis-appears, how do I fix that?
+
+ happy +
+

+
+
+
14. NemPosted: Jul 19th, 2005 - 11:30:53 pm +
+
+
They are files you recently opened?
+
+ shrug
+
+ Your console screen should remain open if "Pause Console" is enabled in the "Options" menu and you have + at least on stage checked to run (on the right). If there is a problem with it you might want to run the + compile.bat file BC generates (in your Batch Compiler directory) from an MS DOS command prompt to see + what the problem is.
+

+
+
+
15. Black-DroolPosted: Jul 21st, 2005 - 8:53:06 pm +
+
+
I get this error when I do everything correctly:
+
+ Error creating batch script
+
+ Error: Outputpath it either not set, or invalid.
+
+ What do I do?hiding
+

+
[ 1 2 + 3 + 4 + ]

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file 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] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
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+ +
+
+
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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.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html new file mode 100644 index 0000000..9557eca --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html @@ -0,0 +1,2714 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Batch + Compiler Specification Files - NemPosted: May 26th, 2003 - 9:51:42 pm +
+
+
+ About:
+ +

Batch Compiler Specification (BCS) files are simple element orientated text files that are used to + specify the batches, stages and options that can be used. They construct the objects on Batch + Compiler's main form and specify the layout of the batch file Batch Compiler produces. In short, the + define almost everything you see in Batch Compiler.

+ + + + + The Batch Element: +
+ +

Specification files are made up of two main sections, a Batch section that specifies the batch + files Batch Compiler produces, and Stage section that specifies the stages these batch files + use. There is no set order in which they must appear, but general place the Batch sections at + the top of the specification file (as a convention). The following is the main Batch section + from the "Zoners Tools" specification file that comes with Batch Compiler:

+ +
+ Batch + { + Name "Zoners Tools" + Priority "2" + Links "Zoners Tools,http://dev.valve-erc.com/index.php?go=zhlt" + Filter "Supported Files|*.map;*.bsp|MAP Files (*.map)|*.map|BSP Files (*.bsp)|*.bsp" + Stages "CSG|BSP|VIS|NetVIS|RAD|RipEnt|Shared" + LogFile "${FilePath}\\${FileName}.log" + Template "@echo off\n"_ + "set WADROOT=${InputPath}\n"_ + "\"${StagePath=CSG}\" ${StageParam=CSG} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=BSP}\" ${StageParam=BSP} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=VIS}\" ${StageParam=VIS} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=NetVIS}\" ${StageParam=NetVIS} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=RAD}\" ${StageParam=RAD} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=RipEnt}\" ${StageParam=RipEnt} \"${FilePath}\\${FileName}\"\n" + } +
+ +

This is a good example of a batch section because it shows all the various aspects of Batch + Compiler's elements and attributes. The general format for all of the various elements and attributes + in a specification file is as follows:

+ +
+ Element + { + Attribute1 "Value1" + Attribute2 "Value2" + Attribute3 "Value3"_ + "Value3 Continued" + } +
+ +

All attribute values, wheather they are numeric or strings, are written in quotes. If an attribute's + value is long you can split it into two or more strings by placing a underscore ("_") charactor in + between each string as showen above. Attributes can also contain escape sequences to represent + characters you can't easily type. These escape sequences are modeled after the C language escape + sequences and are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Escape Sequence
+
+
Character
+
+ \t + + Tab +
+ \n + + New Line +
+ \\ + + Backslash +
+ \" + + Quote +
+
+ +

The quote escape sequence can be very usefull for adding quotes to your attribute's value without + confusing the parser. For example the string Ryan "The Yellow Dart" Gregg would be written as + "Ryan \"The Yellow Dart\" Gregg".

+ +

The various attributes that the Batch element can take are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Filter + + String + + All Files (*.*)|*.* + + The file filter to use when browsing for files on the main form in the standard windows + format. +
+ Links + + List + + N/A + + A list of web site links associated with the batch. The format is "Link1 Name,Link1 + URL|Link2 Name,Link2 URL". +
+ LogFile + + String + + N/A + + The template for the log file path. +
+ Name + + ID + + N/A + + The name of the batch. Must be unique. +
+ Priority + + Integer + + 0 + + The priority of the batch. The batch with the highest priority will be the batch that Batch + Compiler loads. +
+ ShellExecute + + Boolean + + False + + If true, the batch will be run through the shell and not a batch file. The batch must be no + longer than one line and only one command if this is true. +
+ Stages + + List + + N/A + + A list of all the stages the batch uses in the order they will be run (and appear in Batch + Compiler). +
+ Template + + String + + N/A + + The template for the batch. +
+
+
+ +

The Template attribute of the Batch element is simply a batch script mixed in with + variables.

+ + Variables:
+ +

Batch Compiler defines the following variables that can be used anywhere in your Template:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Variable
+
+
Value
+
+ ${Date} + + The current date in short format. +
+ ${FileExt} + + The input file's extension. For example, the extension of C:\test.map would be + map. +
+ ${FileName} + + The input file's Name. For example, the name of C:\test.map would be test. +
+ ${FilePath} + + The input file's Path. For example, the path of C:\test.map would be C:\. +
+ ${InputPath} + + The input path (as set in the options form.) +
+ ${LogViewerPath} + + The full path to the log viewer (as set in the options form). +
+ ${OutputPath} + + The output path (as set in the options form.) +
+ ${StageCmd=XXX} + + The command list of a stage generated by Batch Compiler where XXX is the stage you want the + command list for. +
+ ${StageParam=XXX} + + The parameter list of a stage generated by Batch Compiler where XXX is the stage you want the + parameter list for. +
+ ${StagePath=XXX} + + The full path of a stage where XXX is the stage you want the full path for. +
+ ${StageTitle=XXX} + + The ftitle of a stage where XXX is the stage you want the title for. +
+ ${Time} + + The current time in short format. +
+ ${Version} + + The version of Batch Compiler you are using. +
+
+ +

It should be noted that when StagePath or StageParam occurs on a line, that line will + not be part of the batch if the stage is a program and it is not checked to run in Batch Compiler.

+ + + The Stage Element: +
+ +

The Stage element is used to specify the programs that are used to make up a Batch. + Each Stage makes up a tab in Batch Compiler. Here is a sample Stage:

+ +
+ Stage + { + Name "VIS" + Title "Visibility Index Set" + Type "Program" + Filter "HLVIS (hlvis.exe)|hlvis.exe" + + ComboBox + { + Name "Vis Type" + Bold "True" + Default "Normal" + Options "Fast,-fast|Normal,|Full,-full" + Hint "\tRun as fast or normal or full VIS." + } + + Space + { + Size "9" + } + + TextBox + { + Name "Additional Parameters" + Type "String" + Size "3" + Hint "\tAdd additional parameters here as you would a command line." + } + } +
+ +

This example illustrates how the Stage element is made up of other elements such as ComboBoxes + and TextBoxes. The various attributes that the Stage element can take are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Filter + + String + + Applications (*.exe)|*.exe + + The file filter to use when browsing for the stage's program in the standard windows format. +
+ Groups + + List + + N/A + + The list of all the element groups in the sage. You must list these if you wish to access + individual element groups. +
+ Name + + ID + + N/A + + The name of the stage. Must be unique. +
+ Title + + String + + N/A + + The title of the stage. +
+ Type + + Enumeration + + Program + + The type of stage the stage is. Options are Program, ParameterList and + CommandList. +
+
+ +
+ + + Control Elements: +
+ +

The Stage element is also made up of additional control elements which are used to define the + objects on the tab and the parameters of the program. Batch Compiler defines for the following control + elements: LabelBox, Space, CheckBox, TextBox, ComboBox, + FileBox, FolderBox and the ColorBox control element.

+ +

These control elements are placed on the tabs in a grid like manor. Each tab is divided into 11x3 + (33) grid boxes, each of which a control element can be added to. The position of the control elements + is determined automatically by the order of their creation, starting from the top left then making + their way down each column until it is full.

+ + + The LabelBox: +
+ +

The LabelBox is a simple control element that is used to provide headings for other control + elements. An example LabelBox element is as follows:

+ +
+ LabelBox + { + Name "Recommended File Deletions:" + Bold "True" + } +
+ +

The attributes that the LabelBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Name + + ID + + N/A + + The name of the element. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+
+ +
+ + + The Space: +
+ +

The Space is a simple control element that is used to provide vitrical spacing between control + elements. An example Space element is as follows:

+ +
+ Space + { + Size "3" + } +
+ +

The attributes that the Space element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Size + + Integer + + 1 + + The height of the element in grid blocks. +
+
+ +

When Batch Compiler encounters a Space element it simply moves ahead the specified number of + spaces (grid blocks) as if a sub class had been placed there. It is important to note that if you use + a 'Width' value greater then 1 for any of the sub classes, you'll need to use the 'Spaces' field to + prevent other sub classes from being placed on top of the wide sub class by jumping over any + additional grid blocks it takes up.

+ + + Option Elements: +
+ +

Option elements are used to define parameters and batch commands for use in your Batch. If + your Stage is of type Program or ParameterList the option created will be in the + format parameter value. If your Stage is of type CommandList the option created + will be in the format parameter\n.

+ +

All option elements allow you to create variable switches by using any of the following variables as + part of their parameter:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Variable
+
+
Value
+
+ ${Date} + + The current date in short format. +
+ ${FileExt} + + The input file's extension. For example, the extension of C:\test.map would be + map. +
+ ${FileName} + + The input file's Name. For example, the name of C:\test.map would be test. +
+ ${FilePath} + + The input file's Path. For example, the path of C:\test.map would be C:\. +
+ ${InputPath} + + The input path (as set in the options form.) +
+ ${LogViewerPath} + + The full path to the log viewer (as set in the options form). +
+ ${OutputPath} + + The output path (as set in the options form.) +
+ ${Time} + + The current time in short format. +
+ ${Version} + + The version of Batch Compiler you are using. +
+
+ +

Options that are part of a Stage of type CommandList (excluding CheckBox's) can + use the following additional variables:

+ +
+ + + + + + + + + + + + + +
+
Variable
+
+
Value
+
+ ${Value} + + The value of the option. +
+
+ +

The bellow example uses variables to delete an intermittent file. The parameter looks as follows:

+ +
+ CheckBox + { + Name "Delete .WIC After Compile" + Param "if not exist \"${FilePath}\\${FileName}.wic\" goto nodelwic\n"_ + "del \"${FilePath}\\${FileName}.wic\"\n"_ + "echo ${FilePath}\\${FileName}.wic deleted.\n"_ + ":nodelwic" + } +
+ +
+ + + The CheckBox: +
+ +

The CheckBox is a common control element that defines a single valueless switch. An example + CheckBox element is as follows:

+ +
+ CheckBox + { + Name "No WAD Textures" + Param "-nowadtextures" + Hint "\tInclude all used textures into bsp." + } +
+ +

The attributes that the CheckBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+
+ +
+ + + The TextBox: +
+ +

The TextBox is a common control element that defines a single switch with a value. An example + TextBox element is as follows:

+ +
+ TextBox + { + Name "Max Node Size" + Param "-maxnodesize" + Bold "True" + Type "Single" + Default "1024.0" + Min "64.0" + Max "8192.0" + Hint "\tSets the maximum portal node size." + } +
+ +

The attributes that the TextBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Default + + String + + N/A + + The default value for the element. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Max + + Variable + + N/A + + If the element is a numeric type, the maximum value it can take. +
+ Min + + Variable + + N/A + + If the element is a numeric type, the minimum value it can take. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + True + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+ Type + + Enumeration + + String + + The type of value the element can take. Options are String, Integer and + Single. +
+
+ +
+ + + The ComboBox: +
+ +

The ComboBox is a common control element that defines a single switch with multipule fixed + values. An example ComboBox element is as follows:

+ +
+ ComboBox + { + Name "Max Node Size" + Param "-maxnodesize" + Bold "True" + Type "Single" + Default "1024.0" + Min "64.0" + Max "8192.0" + Hint "\tSets the maximum portal node size." + } +
+ +

The attributes that the ComboBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Default + + String + + N/A + + The name of the default option for the element. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Options + + List + + N/A + + A list of options that the element can take. The format is "Option1 Name,Option1 + Value|Option2 Name,Option2 Value". +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + True + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+
+ +

The ComboBox can also be a useful element for switching between multiple valueless switches. + For example, you can only start Half-Life in fullscreen or windowed mode, so if you wanted to switch + between the two you would do the following:

+ +
+ ComboBox + { + Name "Startup State" + Default "Fullscreen" + Options "Fullscreen,-full|Windowed,-win" + Hint "\tStart Half-Life with the following window state." + } +
+ +
+ + + The FileBox: +
+ +

The FileBox is a control element that defines a single switch that takes a file as a value. An + example FileBox element is as follows:

+ +
+ FileBox + { + Name "WAD File" + Param "-wadinclude" + FullPath "True" + Filter "WAD Files (*.wad)|*.wad" + Hint "\tPlace textures used by the wad file specified into the bsp." + } +
+ +

The attributes that the FileBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Default + + String + + N/A + + The default file name. +
+ Filter + + String + + All Files (*.*)|*.* + + The file filter to use when browsing for files in the standard windows format. +
+ FullPath + + Boolean + + True + + The element's full path state. If true the path and file name of the file will be used, if + false only the file name will be used. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + True + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+
+ +
+ + + The FolderBox: +
+ +

The FolderBox is a control element that defines a single switch that takes a folder as a + value. An example FolderBox element is as follows:

+ +
+ FolderBox + { + Name "Folder" + Param "-folder" + + Hint "\tSpecify a folder that will be searched for bsp files." + } +
+ +

The attributes that the FolderBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + True + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+
+ +
+ + + The ColorBox: +
+ +

The ColorBox is a control element that defines a single switch that takes a color as a value. + An example ColorBox element is as follows:

+ +
+ ColorBox + { + Name "Ambient Light" + Param "-ambient" + Type "Single" + Default "0 0 0" + Hint "\tSet ambient world light." + } +
+ +

The attributes that the ColorBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Default + + Color + + 0 0 0 + + The default color in R G B mode. The color can be defined as a Integer or a Single. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + + False + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+ Type + + Enumeration + + String + + The type of value the color is defined with. Options are Integer and Single. + Integer values range from 0 to 255 and Single values range from 0.0 to 1.0. +
+
+ +
+ + + Shared Options: +
+ +

In some cases you have an option element that you want to include in multiple Stages. These + are called shared options. (An example of one of these would be the -texdata option in Zoners Tools, + you want this to be added to all Stages). This can be done with any option element through the + use of the Stages attribute. In the Stages attribute list all the Stages that you + want the option element to be used with. An example shared option is as follows:

+ +
+ TextBox + { + Name "Texture Data" + Param "-texdata" + Bold "True" + Stages "CSG|BSP|VIS|NetVIS|RAD|RipEnt" + Type "Integer" + + Default "4096" + Min "2048" + Hint "\tAlter maximum texture memory limit (in kb)." + } +
+ +

Note that shared options only appear in the Stage you create them in, but their options are + added to the parameter list of all the Program and ParameterList Stages they are + shared with.

+ + + Directives: +
+ +

Directives are special commands that tell the parser how to parse the specification file. The three + directives available are Define, Include and Once.

+ + + Define Directive: +
+ +

The Define directive allows you to define custom variables that can be used anywhere you can + use the variables that the Define is composed of. An example of the Define directive is + as follows:

+ +
+ Define "DateTime" "${Date} {$Time}" + Define "Author" "Ryan \"Nemesis\" Gregg" +
+ +

This defines a new variable, ${DateTime}, that you can use anywhere in place of ${Date} + ${Time}. This also defines a new variable, ${Author}, which you can use any where in + place of Ryan "Nemesis" Gregg. For example: echo ${Author}.

+ + + Include Directive: +
+ +

The Include directive allows you to include Batches and Stages defined in + another specification file in the current specification file. When you include a specification file it + is parsed separately from the specification file you included it from. This means the specification + file you include must be a complete standalone specification file. You cannot include a specification + file from within a Batch or Stage element. An example of the Include directive is + as follows:

+ +
+ Include "Batch.bci" +
+ +
+ + + Once Directive: +
+ +

If you Include a specification file more than once you will run into errors because you will + be declaring the elements in that specification file more than once. As a work around you can use the + Once directive to indicate that the specification file is only to be parsed once. The + Once directive should only be used at the top of a specification file. An example of the + Once directive is as follows:

+ +
+ Once +
+ +
+ + + Naming Conventions: +
+ +

As a convention, specification files that you wish to use with the Include directive but don't + wish to allow users to use as standalone specifications should be given the .bci (Batch Compiler + Include File) extension. Files that you wish to allow users to use as standalone specifications should + be given the .bcs (Batch Compiler Specification File) extension.

+ + + Comment Syntax: +
+ +

Comments can be added anywhere in specification files. Batch Compiler uses the standard C++ style + comment syntax to allow for both line and block comments. An example of correct line comment syntax is + as follows:

+ +
+ // This is a comment. + // The Bold attribute has been commented out, Batch Compiler + // will not parse it. + CheckBox + { + Name "No WAD Textures" + Param "-nowadtextures" + //Bold "True" + Hint "\tInclude all used textures into bsp." + } +
+ +

An example of correct block comment syntax is as follows:

+ +
+ /* + * This is a comment. + * The Below CheckBox has been commented out, Batch Compiler + * will not parse it. + */ + + /*CheckBox + { + Name "No WAD Textures" + Param "-nowadtextures" + Bold "True" + Hint "\tInclude all used textures into bsp." + }*/ +
+ +
+ + + Error Messages: +
+ +

When Batch Compiler encounters an error parsing a specification file it outputs an error message in + the format Error (line): message. The line number Batch Compiler reports isn't necessarily the + line that the error occurred on, it is the line Batch Compiler is on when it determines that there is + an error. This will typically be the line of the error or the line after the error but it could + potentially be any line after the error. If Batch Compiler encounters an error within an include file + Batch Compiler will stack the error messages with the lowest level include file on the bottom of the + stack. Below is an example error message:

+ +
Batch Compiler Error Message
+ +

In the above error message we can see that on or below line 18 of the specification file we are + loading there was an error parsing the include file Zoners Tools P Series.bci. We can also see + that on or below line 118 of the include file Batch Compiler encountered an attribute that did not + belong to an element. This attribute is most likely a misspelled Hint attribute.

+ + Opening a Specification File in Batch Compiler:
+ +

When Batch Compiler starts up it automatically searches the Batch Compiler\Specifications + directory for .bcs files to add to the Specifications menu. Because of this, all you have to do + is save your new .bcs file to your Batch Compiler\Specifications directory, then once Batch + Compiler has started, select it form the Specifications menu.

+ + Batch Compiler Preset Files:
+ +

When Batch Compiler saves a preset (.bcp) file it dynamically builds a XML database off of your + specification file's format. This allows Batch Compiler to load presets saved by any specification + file even if the specification file has been altered since you last saved the preset.

+ + Conclusion:
+ +

That pretty much concludes the Batch Compiler Specification file format. Hopefully now you will be + able to customize your specification files to your liking or create additional specification files for + other tools. Just one word of caution before you go editing specification files; when you do so, + please save them under a different name, this will save you from possibly loosing them if you ever + choose to download an update to Batch Compiler and it overwrites the changes you made to your + specification files.

+
+
+
Modified: Feb 9th, 2005 - 11:52:48 pm[ 14978 Views ] +
+
+

+
+
+
1. NoBodyModified: Jun 25th, 2004 - 3:38:07 pm +
+
+

+ i have made a spec file that among others applications supports steam, but i am having a problem as + steam requires the -applaunch tag to be the first that it gets, i would like to make it a ComboBox but + thees are add after all the CheckBox commands have been added so the only work around i have found is + making every game mode a CheckBox but thet files up a line just consisting of games when you can only + select one any way. could you either change it so that it adds the commands based on the order in the + bcs instead, or you could just make it add ComboBox before CheckBox bleeh tho this would cause a problem + if the opposed satiation + accrued.
+
+ another thing that would be nice to have would be if you could make the selection of a stage or option + wold force select/deselected a notes stage or option.
+
+ other then that this tool has made me very happy
+
+

+
+
+
2. NemPosted: Jun 25th, 2004 - 4:33:27 pm +
+
+

+ I am aware of this problem, it is an issue with how Batch Compiler is coded and there is no easy fix. BC + v2.0.0 has been around for quite some time and it has become apparent to me that a rewrite (BC v3.0.0) + is necessary.
+
+ When I first released Batch Compiler your only options as far as compiling was concerned was Q Tools or + Zoners Tools. Now there are so many different utilities and versions of these tools that defining them + all in one BCS file is no longer particle and is a pain to maintain, modularization is required. There + are also other smaller issues like the one you have observed.
+
+ The next version of BC will has a very similar GUI but will be far more refined from a coding and + specification writing and maintenance viewpoint.
+
+

+
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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 diff --git a/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html new file mode 100644 index 0000000..b7a782e --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html @@ -0,0 +1,565 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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+
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[ 75423 Views ] +
+
+

+
[ 1 2 + 3 + 4 + 5 + 6 + 7 + ]

+
+
+
1. goddannitModified: Dec 28th, 2003 - 11:12:23 am +
+
+

+ hey i have mine setup exactly like this, the only problem is when i run the compile, and then run the + map it doesnt show my lights, just a solid light color throughout the whole map, it use to take longer + to compile but it would show all of my lights. Is the problem with worldcraft or with the compiler. In + my map properties i have default light level set to 0. I have checked and rechecked to make sure my + compiler settings are the same as this. Can someone please help me.
+
+

+
+
+
2. NemPosted: Dec 28th, 2003 - 3:06:12 pm +
+
+

+ Can you post your log?
+
+

+
+
+
3. BitkaPosted: Jan 3rd, 2004 - 2:58:50 pm +
+
+

+ Nem, the same thing is happening to me as with Hammer's built in compiler. When the map is loading, the + console sais "map change failed; map not found on server." This might have nothing to do with the batch + compiler, but can you help me anywayz?
+
+

+
+
+
4. NemPosted: Jan 3rd, 2004 - 3:18:43 pm +
+
+

+ Did you get an error when you compiled?
+
+

+
+
+
5. BitkaModified: Jan 4th, 2004 - 2:11:06 pm +
+
+

+ C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegates.wic deleted.
+ File not found
+ - about five of that -
+ C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegates.prt deleted.
+ File not found - C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegate
+ .bsp
+ 0 file(s) copied
+ enemyatthegates.bsp copied to C:\Program Files 2\Games\Half-Life\cstrike\maps
+ File not found - C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegate
+ .pts
+ 0 file(s) copied
+ enemyatthegates.pts copied to C:\Program Files 2\Games\Half-Life\cstrike\maps
+
+ Press any key to continue . . .
+ - this was the very last page of the compiling, i dont know how to copy the whole thing
+ im going to try boxing in my map, i think that might be the problem -
+
+
+

+
+
+
6. NemPosted: Jan 5th, 2004 - 6:33:13 pm +
+
+

+ Looks like you have an error. The error is higher up in the log though.
+
+

+
+
+
7. Lightning + FlashPosted: Jan 9th, 2004 - 7:55:04 am +
+
+

+ a window pops up asking for MSVCP70.dll for me.
+ So i installed such a file, but he still asks for it.
+ Whats wrong then? yelling
+
+

+
+
+
8. NemPosted: Jan 9th, 2004 - 9:13:04 pm +
+
+

+ What program is causing this (i.e. is it the installer, BC, or Zoners) or what are you doing to get the + window to pop up?
+
+

+
+
+
9. Lightning + FlashPosted: Jan 10th, 2004 - 1:47:44 am +
+
+

+ Well... thats kinda my question.
+ Btw, i cant run in steam anyway.
+ Pop-up error there to: STEAM VFS failed to initialize:
+
+

+
+
+
10. DevgruSealModified: Feb 2nd, 2004 - 2:29:21 pm +
+
+

+ I keep getting this error when I run the compile..It says 'Could not find filesystem dll to load'
+
+ What does this meanshrug
+
+

+
+
+
11. snotshotPosted: Feb 12th, 2004 - 6:28:01 am +
+
+

+ Hey, first time posting here. Need help. I'm not exactly sure what happened after Valve Hammer Editor + compiled my map and then was loading it, but then, I get this while loading in CS:
+
+ executing valve.rc
+ executing language.cfg
+ "deathmatch" changed to "1"
+ execing config.cfg
+ can't use keys or values with a \
+ "sv_aim" changed to "1.000000"
+
+ adding: dll loaded for mod halflife
+ execing skill.cfg
+ map change failed: 'bigbox' not found on server execing cofig.cfg
+ can't use keys or values with a \
+
+ and that is all that I know. well, first of all, I can see why it was not found on server because I + don't have one. but, do you HAVE to have one to run a map??? any suggestions??? anyone know what my + problem is ??? thanks.
+
+ Snotshot
+
+

+
+
+
12. NemPosted: Feb 12th, 2004 - 6:08:17 pm +
+
+

+ I'm a little confused about what you are actually doing...
+
+

+
+
+
13. GryphonPosted: Feb 15th, 2004 - 2:11:40 pm +
+
+

+ I get the same error message, "A required .DLL file, MSVCP70.DLL, was not found.
+ I am running Win98, and I believe this is a Microsoft .NET file. I am about to install .NET, so we'll + see if that is the fix for me.
+ shrug
+
+

+
+
+
14. GryphonPosted: Feb 15th, 2004 - 2:46:13 pm +
+
+

+ Yes, I fixed it.
+ No, it wasn't .NET
+ I finally just searched for the file: I found a copy in my Army Operations install. I put the file into + the same directory as the tools. Then, it wanted MSVCR70.DLL, which I found in the same place. It was + confusing at first, because I didn't notice that it was looking for a different file.
+
+ That was it! everything compiles fine now.
+
+

+
+
+
15. GryphonPosted: Feb 17th, 2004 - 3:05:55 pm +
+
+

+ I probably should clarify - I am not using your Batch Compiler; I am still using Autolycus' old batch + file. I just happened upon this page because I was looking for a solution for my problem.
+ happy
+
+

+
[ 1 2 + 3 + 4 + 5 + 6 + 7 + ]

+
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+
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+ +
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html new file mode 100644 index 0000000..918f108 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html @@ -0,0 +1,431 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Creating + A Preset (Source) - NemPosted: Feb 10th, 2005 - 2:14:25 am +
+
+
+

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 "Fast" preset that would be used on test BSP builds to quickly + preview a BSP. The switches mentioned in this tutorial are not the only switches that can be used for + a "Fast" 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 "Fast" compile.

+ +

The first stage we are going to look at is the BSP stage. Click the BSP tab. This tab doesn't + have any options that will greatly speed up the compiling process so leave everything as it is, but + feel free to examine the options.

+ +

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 Fast. 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 + RAD Type checkbox and select a RAD Type of Fast. 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 Source Tools stages and so changing a value here + applies this change to all of these stages. If you are going to be working on your computer while your + map compiles you might want to set the Priority option to Low, otherwise leave this + stage alone. Your screen may 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 Source 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 LIN recommended file functions so my BSP and LIN 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. Your screen should 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 BSP, VIS, RAD, Batch, and Steam and thus I have them all selected as shown below:

+ +
+ +

Last but not least, we need to specify a VMF file before we can start compiling it. Under the + File menu select Open File. Then browse to and select a VMF 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. Note: the Steam service must be running before you can compile your map. + If the compiling tools (not Batch Compiler) report any errors, please see this + site.

+ +

Now that you have set up a "Fast" compiler preset, let's add it to your Presets menu for easy + access. Please continue to the next + page.

+
+
+
Modified: Apr 16th, 2006 - 3:08:13 pm[ 29711 Views ] +
+
+

+
+
+
1. nitros2005ukPosted: Feb 27th, 2005 - 7:40:46 am +
+
+
i have lots of problems with hammer sad
+

+
+
+
2. amckernPosted: Jun 3rd, 2005 - 7:44:09 am +
+
+
http://ammahls.com/cst/seting_up_cst.htm bored +
+

+
+
+
3. NemPosted: Jun 4th, 2005 - 11:20:30 am +
+
+
A 404 page? Cool flash animation...
+
+ miam +
+

+
+
+
4. mistamoronicPosted: Oct 19th, 2007 - 8:03:35 pm +
+
+
ummm how do i know when the batch compiler is done compiling?exhausted
+

+
+
+
5. TehVicePosted: Apr 12th, 2008 - 10:02:57 pm +
+
+
Is there any reason as to why there isn't an option to run the map in Day of Defeat: + Source?
+

+
+
+
6. NemModified: Apr 25th, 2008 - 1:19:22 pm +
+
+
Are sure you're using one of the source specifications? You may also want to double + check that everything is up to date by running an automatic update from the help menu.
+

+
+
+
7. SeemonPosted: Oct 18th, 2008 - 9:26:46 am +
+
+
I've set up Batch Compiler now with the fast preset etc and selected the map to + compile and pressed "Run". The Dos window opens and closes almost directly afterwards.
+
+ I figured the compile was complete and went into CS:S to create server to have a looksy, but the map + wasn't there.
+
+ So for some reason, it's not actually compiling?
+
+
+ Any help?
+

+
+
+
8. KataraPosted: Feb 27th, 2009 - 6:24:00 pm +
+
+
How can you specify the .LIN file output folder. Because when I check my general + output folder there isnt one.
+

+
+
+
9. RoosterPosted: Jun 20th, 2009 - 5:02:19 pm +
+
+
I have a question about launching a game that is not on the list under the Steam tab. + I am working on a map for Insurgency so after I compile the map to test it, I would like it to fire off + Insurgency. Anyone help me out with this?
+

+
+
+
10. AfftamatPosted: Jul 8th, 2014 - 10:57:29 am +
+
+
I downloaded and updated this great tool, but got an error when selecting a + specification:
+
+ Error (16): Error parsing include file Source Tools.bci.
+ Error (389): Error parsing attribute "Min", invalid attribute string "0.0".
+
+ If you encounter this error, open file "Source Tools.bci" with a text editor and remove decimals from + all Min and Max values in all TextBox blocks.
+
+ Min "0.0"
+ Max "100.0"
+
+ should be
+
+ Min "0"
+ Max "100"
+
+ Hope this hepls.
+

+
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New users can register here. +
+
+
+
+
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+ +

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