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<!DOCTYPE html>
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<title>Nem's Tools [Batch Compiler - Tutorials - Batch Compiler Setup (Source)]</title>
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<div class="space"></div><span class="left"><a name="p141"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?c=141#p141">Batch
Compiler Setup (Source)</a> - <a
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Feb 10th, 2005 - 2:14:35 am</span>
<div class="space"></div>
</div>
<div class="content">
<p>Just downloaded Batch Compiler and don't know what the hell to do with it? This little tutorial
should cover everything you need to know from how to set it up to how to compile your first map.</p>
<p>First things first, if you don't already have the program head over to the <a
href="../../pages/Batch_Compiler-Download.html">downloads</a>
page, pick it up and install it. The installer is a standard Windows installer so I will leave that to
your imagination.</p>
<p>Once you have installed Batch Compiler start the program up. <b><span class="warning">If you get an
error when you run it then you need the .NET framework which is linked to on the <a
href="../../pages/Batch_Compiler-Download.html">downloads</a>
page.</span></b> Batch Compiler should look like this when you start it up:</p>
<center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup1.png" width="790"
height="605" alt="Batch Compiler At Startup"></center>
<p>Now some of you may have noticed that there are no controls for compiling your map on the form. This
is because Batch Compiler 3.0.0 (and up) work with Batch Compiler Specification (BCS) files. These
wonderful dynamic configuration files allow you to use Batch Compiler to compile just about anything
that makes use of a batch file, be it a Half-Life 2 map (which this tutorial works on), a map for
another game, or even such things as applications.</p>
<p>Before we take a look at these specifications, it is a good idea to make sure they are all up to
date. To do this, select <b>Check For Updates</b> from the <b>Help</b> menu. This will bring up a
dialog which can be used to update all official specification files. Clicking <b>Update</b> will do
just that. It is reccomended that you check for updates every so often to make sure you have the
latest specification for the latest updates to the tools.</p>
<p>Six specifications come with Batch Compiler (they can be found under the <b>Specifications</b> menu).
They are:</p>
<ul>
<li><b>Quake Tools Legacy:</b> The original Quake Tools specification.</li>
<li><b>Source Tools Advanced:</b> The advanced Source Tools specification. Recommended for experianced
users.</li>
<li><b>SourceTools Normal:</b> The standard Source Tools specification. Recommended for new users.
</li>
<li><b>Zoners Tools Advanced:</b> The advanced Zoners Tools specification. Recommended for experianced
users.</li>
<li><b>Zoners Tools Legacy:</b> The original Zoners Tools specification.</li>
<li><b>Zoners Tools Normal:</b> The standard Zoners Tools specification. Recommended for new users.
</li>
</ul>
<p>You're welcome to use any specification you wish, I would, however, recommend the Source Tools Normal
specification because if you are reading this, you are probably a new user. You can always upgrade to
the Source Tools Advanced specification latter. If you are reading this tutorial you are setting Batch
Compiler up for Source mapping so make sure you pick one of the specifications that has the word
<i>Source</i> in it. To load the specification simply click it in the <b>Specifications</b> menu. Your
screen should look like this:</p>
<center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup2.png" width="790"
height="605" alt="Source Tools Normal Specification"></center>
<p>Now that we have the specification open, we need to proceed to set Batch Compiler up to use it. In
the <b>Options</b> menu click the <b>Setup</b> button. Your screen should look like this:</p>
<center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup3.png" width="304"
height="376" alt="Options Form - General Tab"></center>
<p>The <b>General</b> tab contains information specific to the editor itself. Its options are:</p>
<ul>
<li><b>Opacity:</b> Set the opacity of the program (make it see through).</li>
<li><b>Log Viewer:</b> Set the program Batch Compiler uses to view LOG files.</li>
<li><b>Recent Files:</b> Set the number of recent files to store, this is used for both BCP and MAP
files.</li>
<li><b>Associate With:</b> Press the <i>BCP Files</i> button to associate BCP files with the editor.
When associated, double clicking a BCP (Batch Compiler Preset) file will launch Batch Compiler with
that preset loaded.</li>
</ul>
<p>When you first start Batch Compiler, Batch Compiler will try to find NotePad using system path
variables and set it as your <b>Log Viewer</b>. If your <b>Log Viewer</b> is not set you will have to
manually browse for an appropriate application. Some appropriate standard windows applications include
NotePad and WordPad.</p>
<p>Once you are happy with your settings in the <b>General</b> tab, move over to the <b>Stage Paths</b>
tab. Your screen should look like this:</p>
<center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup4.png" width="304"
height="376" alt="Options Form - Stage Paths Tab"></center>
<p>The <b>Stage Paths</b> tab allows you to set the paths to all the tools used in your current
specification. To begin specifying the paths select the BSP tool from the list of tools on your
screen. Once selected the bottom text box on the form changes its caption to read <b>BSP Path</b>, its
browse button also becomes active as shown below:</p>
<center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup5.png" width="304"
height="376" alt="Options Form - Stage Paths Tab"></center>
<p>Now simply press the browse button (the button with the three dots) and browse to the file located on
your hard drive. This file is part of the Source SDK and can be found in the folder
...\Steam\SteamApps\[email protected]\sourcesdk\bin. Continue this process for all the reaming tools.
Your screen should look something like this:</p>
<center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup6.png" width="304"
height="376" alt="Options Form - Stage Paths Tab"></center>
<p>Once you are happy with your settings in the <b>Stage Paths</b> tab, move over to the
<b>Variables</b> tab. Your screen should look like this:</p>
<center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup7.png" width="304"
height="376" alt="Options Form - Variables Tab"></center>
<p>The <b>Variables</b> tab allows you to set the paths to various other resources used in your current
specification. These paths are set in a similar mannor to those of the <b>Stage Paths</b> tab and
should be set as follows:</p>
<p><b>BinRoot:</b> (Source SDK bin directory.)</p>
<ul>
<li><b>All MODs:</b> ...\Steam\SteamApps\[email protected]\sourcesdk\bin</li>
</ul>
<p><b>ValveProject:</b> (GameInfo.txt directory.)</p>
<ul>
<li><b>Half-Life 2:</b> ...\Steam\SteamApps\[email protected]\half-life 2\hl2</li>
<li><b>Half-Life 2: Deathmatch:</b> ...\Steam\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp
</li>
<li><b>Counter-Strike: Source:</b> ...\Steam\SteamApps\[email protected]\counter-strike source\cstrike
</li>
<li><b>Day of Defeat: Source:</b> ...\Steam\SteamApps\[email protected]\day of defeat source\dod</li>
</ul>
<p><b>Output:</b> (BSP output directory.)</p>
<ul>
<li><b>Half-Life 2:</b> ...\Steam\SteamApps\[email protected]\half-life 2\hl2\maps</li>
<li><b>Half-Life 2: Deathmatch:</b> ...\Steam\SteamApps\[email protected]\half-life 2
deathmatch\hl2mp\maps</li>
<li><b>Counter-Strike: Source:</b> ...\Steam\SteamApps\[email protected]\counter-strike
source\cstrike\maps</li>
<li><b>Day of Defeat: Source:</b> ...\Steam\SteamApps\[email protected]\day of defeat source\dod\maps
</li>
</ul>
<p>Your form should look something like this when you're all done:</p>
<center><img src="../../images/subpages/Batch_Compiler-Tutorials/bcsourcesetup8.png" width="304"
height="376" alt="Options Form - Variables Tab"></center>
<p>Once you are happy with your paths click the <b>OK</b> button to return to Batch Compiler's main
screen. We are now going to go through the steps for creating a generic "Fast" compile preset which
you can use for all your maps. Please continue to the <a href="Creating_A_Preset_(Source).html">next
page</a>.</p>
</div>
<div class="heading1">
<div class="space"></div><span class="left">Modified: Nov 5th, 2006 - 8:51:31 pm</span><span
class="right">[ 41366 Views ]</span>
<div class="space"></div>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">1.</span> <a name="c2590"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=2875">jamie1993</a></span><span
class="right">Posted: Aug 1st, 2007 - 1:10:25 pm</span>
<div class="space"></div>
</div>
<div class="content">Yea where do we get source tools and shit<img src="../../images/emotes/bored.gif"
width="32" height="32" alt="bored">
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">2.</span> <a name="c2593"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Aug 1st, 2007 - 1:13:09 pm</span>
<div class="space"></div>
</div>
<div class="content">I'm not sure what you mean... <img src="../../images/emotes/checkingthenews.gif"
width="32" height="32" alt="checkingthenews"></div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">3.</span> <a name="c2622"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=2900">jimmy</a></span><span
class="right">Modified: Aug 22nd, 2007 - 3:20:54 am</span>
<div class="space"></div>
</div>
<div class="content">I don't have source yet but it seems to me that you get hammer(4.0?) and the source
tools(bsp, vis, rad) from the source SDK on steam. If I'm wrong please correct me. I can't wait to build
for HL2.<br>
<img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"><img
src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"><img
src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"><br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">4.</span> <a name="c2623"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Aug 23rd, 2007 - 12:35:50 am</span>
<div class="space"></div>
</div>
<div class="content">That's correct. <img src="../../images/emotes/apple.gif" width="32" height="32"
alt="apple"></div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">5.</span> <a name="c2702"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1142">timmo</a></span><span
class="right">Modified: Nov 11th, 2007 - 11:05:36 pm</span>
<div class="space"></div>
</div>
<div class="content">Hi Nem, a long time since I have used the compiler for mapping. I am mapping for HL
2" now but although I thought I had setup the compiler ok I get this message when I compile.<br>
<br>
Extra App Id set to 211, but no SteamAppId<br>
<br>
As the log is generated with the map details I am guessing this is a path error is it?<br>
<br>
Aprreciate any advice as usual, thanks</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">6.</span> <a name="c2779"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3119">Sgt-Mess</a></span><span
class="right">Posted: Jan 8th, 2008 - 6:49:03 am</span>
<div class="space"></div>
</div>
<div class="content">Shouldn't you update this tut for the orange box release. The orange box games use
different directories.<br>
<br>
And also this tool is great. I used to use command promt and do every thing separately.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">7.</span> <a name="c2953"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3364">Frederic</a></span><span
class="right">Posted: Jul 21st, 2008 - 1:59:28 pm</span>
<div class="space"></div>
</div>
<div class="content">Hello.I'm wondering how to get this to work with ep2/Orangebox games.I tried many
ways to make it work but it always seems to be missing all the materials/models in the map and it
crashes on Building Physics collision data.<br>
<br>
Help?</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">8.</span> <a name="c2998"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3455">knifeinthesnow</a></span><span
class="right">Posted: Oct 1st, 2008 - 3:26:41 am</span>
<div class="space"></div>
</div>
<div class="content"><img src="../../images/emotes/yeahbaby.gif" width="32" height="32"
alt="yeahbaby"><span style="color: red;">you did a great job on all your tools
keep up the good work! also i was confuse what to do with the path files</span></div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">9.</span> <a name="c3002"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Oct 10th, 2008 - 10:02:56 pm</span>
<div class="space"></div>
</div>
<div class="content">Are you still confused? I'm not sure if you're asking a question... If not, thanks.
<img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy">
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">10.</span> <a name="c3005"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3476">Seemon</a></span><span
class="right">Posted: Oct 18th, 2008 - 6:40:50 am</span>
<div class="space"></div>
</div>
<div class="content">At the part where you set up Batch Compiler stage paths, I get lost. I'm not sure
what I'm supposed to do.<br><br>Could you maybe provide a full screenshot of the <b>stage paths</b>
listed? And likewise for the <b>variables</b>?<br>
<br>
Other than that, I seem to be fine.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">11.</span> <a name="c3145"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3198">captain
terror</a></span><span class="right">Posted: Mar 10th, 2009 - 4:58:10 pm</span>
<div class="space"></div>
</div>
<div class="content">I can't compile orange box maps... I'm running as administrator, i'm pretty sure all
my paths are right, and here is my compile log:<br>
<br>
http://files.filefront.com/rooms+captainterror2log/;13444575</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">12.</span> <a name="c3152"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=3682">Waffleguy388</a></span><span
class="right">Posted: Mar 22nd, 2009 - 4:38:42 pm</span>
<div class="space"></div>
</div>
<div class="content">it FAIL, heres the compile log:<br>
<br>
materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials<br>
Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf<br>
fixing up env_cubemap materials on brush sides...<br>
0...1...2...3...4...5...6...7...8...9...10**** leaked ****<br>
Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!<br>
Processing areas...done (0)<br>
Building Faces...done (0)<br>
FixTjuncs...<br>
PruneNodes...<br>
WriteBSP...<br>
done (0)<br>
Creating default cubemaps for env_cubemap using skybox materials:<br>
skybox/sky_day01_08*.vmt<br>
Run buildcubemaps in the engine to get the correct cube maps.<br>
<br>
No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"<br>
Can't load skybox file skybox/sky_day01_08 to build the default cubemap!<br>
Finding displacement neighbors...<br>
Finding lightmap sample positions...<br>
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br>
Building Physics collision data...<br>
done (0) (47093 bytes)<br>
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br>
Water found with no water_lod_control entity, creating a default one.<br>
Compacting texture/material tables...<br>
Reduced 261 texinfos to 135<br>
Reduced 25 texdatas to 22 (706 bytes to 554)<br>
Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp<br>
3 seconds elapsed<br>
<br>
<br>
<br>
2 threads<br>
reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp<br>
reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt<br>
LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt<br>
<br>
<br>
<br>
materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials<br>
Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf<br>
fixing up env_cubemap materials on brush sides...<br>
0...1...2...3...4...5...6...7...8...9...10**** leaked ****<br>
Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!<br>
Processing areas...done (0)<br>
Building Faces...done (0)<br>
FixTjuncs...<br>
PruneNodes...<br>
WriteBSP...<br>
done (1)<br>
Creating default cubemaps for env_cubemap using skybox materials:<br>
skybox/sky_day01_08*.vmt<br>
Run buildcubemaps in the engine to get the correct cube maps.<br>
<br>
No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"<br>
Can't load skybox file skybox/sky_day01_08 to build the default cubemap!<br>
Finding displacement neighbors...<br>
Finding lightmap sample positions...<br>
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br>
Building Physics collision data...<br>
done (0) (47093 bytes)<br>
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br>
Water found with no water_lod_control entity, creating a default one.<br>
Compacting texture/material tables...<br>
Reduced 261 texinfos to 135<br>
Reduced 25 texdatas to 22 (706 bytes to 554)<br>
Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp<br>
4 seconds elapsed<br>
<br>
<br>
<br>
2 threads<br>
reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp<br>
reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt<br>
LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt<br>
<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">13.</span> <a name="c3454"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=4108">-=GRW=-
[GMRC] Kaos</a></span><span class="right">Posted: Aug 2nd, 2010 - 6:20:09 pm</span>
<div class="space"></div>
</div>
<div class="content"><a
href="https://web.archive.org/web/20170915144730/http://www.filefront.com/thankyou.php?f=17167937">
http://www.filefront.com/thankyou.php?f=17167937</a><br>
<br>
Hey guys, I added Garry's Mod to the base settings for the Steam tab. You can now select it in the
drop-down game menu. This is the "Steam.BCI" file that goes in "Specifications" in your Batch Compiler
folder.</div>
</div><br>
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<div class="space"></div><span class="left"><span class="title">14.</span> <a name="c3767"
href="https://web.archive.org/web/20170915144730/http://nemesis.thewavelength.net/index.php?a=7433">Zoso</a></span><span
class="right">Posted: Dec 9th, 2012 - 2:30:00 pm</span>
<div class="space"></div>
</div>
<div class="content">How would i do a Full compile? would it be just changing the option from fast to
normal if using the "fast" preset tutorial? is there any other options i need to select </div>
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<div class="heading2 center"><span class="note">Nem's Tools v2.0 © 2006 <a
href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
time: 0.07963s; Queries: 14.<br>
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