===UPDATED SEPT 25TH, 2003===
Extra notes added later are just for extra info, they are not part of the original document, so use them at your own risk!
The original document was tested thoroughly and the extra notes have only been added to this text to provide extra or more complete info, sometimes even adding new steps to the document.
The aim is to put all the tips and workarounds into one thread so people won't have to browse all over the forum to read about BSPs and DBP and prevent users from asking the same questions over and over again.
So let's start the thread with the following:
-What tools are best used in combination with DBP to create BSP maps?
-What BSP compile tools work correctly with DBP?
-How and what do you need to do in order to make textures appear on your maps?
-A simple to read *WORKING* short guide to show step by step instructions on how to get BSPs working in DBP?
Furthermore it would be nice if people put their findings about problems or other BSP related stuff in here so it'll become an extensive database on BSPs and DBP. If there's enough info in here I will create a FAQ available for download or maybe even a website.
So show us your best shot and contribute to the BSP issue!
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Here follows the Quick Guide for the Valve Hammer Editor!
ATTENTION: THE 'SLASH'-ISSUE OF THE OLD FORUM IS NOT PRESENT AT THIS FORUM, THEREFORE ALL DIRECTORY INDICATIONS IN THIS DOCUMENT ARE CORRECT AGAIN.
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BSP QUICK REFERENCE GUIDE PART 1: USING VALVE HAMMER EDITOR
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-First be sure to get the Valve Hammer Editor here:
http://collective.valve-erc.com/index.php?go=hammer
-Also make sure you get the Zoner's Halflife Compiler Tools here:
http://collective.valve-erc.com/index.php?go=mhlt
Although Hammer comes with its own compile tools it's recommended to use the Zoner's tools instead.
Extra note by CattleRustler: #1A GET ZONER HL TOOLS - LATEST FGD - HALFLIFE.WAD
Get Zoner HL Tools like instructed and unzip to tools directory. These exe's replace the Q...exe's which have problems. If you have halflife the game, find the HALFLIFE.WAD file and COPY it to the TOOLS directory under your VHE install, where you unzipped the zoner tools. Find online the latest FGD file HALFLIFE_3X.FGD (sorry I don't remember where-I found it in my journeys) and put it in the FGD Directory
-And for Texturing purposes get Wally here:
http://www.telefragged.com/wally
-Install Valve Hammer Editor and after the installation Unzip the Zoner's Tools in the ValveTools directory.
Extra note by CattleRustler: #1 Re: VHE3.4 INSTALL
After you download VHE34 DO NOT install to the default directory that it attempts - The compiler will blow up on BSP creation and in File Copy operation due to Long File Name issues with vhe RUN compiler, regardless of the checkbox in the run options that says "use long file names". I made a D:VHE34 directory to install the app to, and a D:VHEMAPS to send my compiled bsp files to. Remember 8 characters or less for the dirs and the files you create when using VHE.
-Now start Hammer to prepare the editor for use;
* Select
'Options' in the
'Tools" Drop-Down list if it doesn't pop up the first instance Valve Hammer is run or you already used the editor for other reasons.
* Select the
'Game Configurations' Tab and press the
'Edit' button.
* Press
'Add' in the window that pops up and type
'DarkBASIC Pro' or whatever you want to name the theme.
* Leave all other options untouched at this tab
except the RMF box which should point at the
'ValveMaps' directory and select the
'Build Programs' tab.
Extra note by CattleRustler: #2 THE RMF FILE DESTINATION
The RMF box should point to your maps directory under your install directory. This is NOT the same as to where you will put your Compiled bsp files.
* Your theme should be preselected, if not, select it from the combo box now and in each box below it select the corresponding Zoner's Compile Tool (if you followed this guide they should be located in the ValveTools directory). Leave the
game executable open for now.
* In the
'Place Compiled Maps in This Dir(...)' box select the directory in which you want to place the compiled maps. Choose a convenient directory in which you can find them fast, preferably your working directory of your project in DBP or the 'ValveMaps' directory.
Extra note by CattleRustler: #3 THE COMPILED MAPS DESTINATION
This is the location for the output files. See my advice in step 1 and remember no long dir names.
* Select the
'Textures' tab and define (a) texture file(s) to use with your map (you can create your own texture WAD files using Wally or you can use other WAD files from games (mind the royalty thing here)).
If you don't have any WAD files present you should create one or find one (maybe from a game) before editing a map and then be sure to select them in this Tab.
Extra note by CattleRustler: #5 CMD AND PARAM SWITCHES for RUN/EXPERT
Your RUN/EXPERT screen needs a total of 6 entries that you create in the list. BEFORE YOU DO ANYTHING that the instructions say, click the combo drop down list and select HALFLIFE(FULL) instead of your named DBPro(or whatever you named it) You'll see 7 entries. You need exactly the first six in your dbp setup. Unfortunately you can't just copy em over but there is still an easy way.
-Go into your DB set up in this RUN/EXPERT screen and follow the instructions I've been referring to to make the csg,bsp,vis,light commands but ignore placing params for now - DO NOT COPY PASTE FROM INSTRUCTIONS AS SLASHES ARE OMMITTED! You should now have 4 entries with no params. Switch back to HL(full) and select the first list item, on the right side of window copy from PARAM text box, switch back to your dbp setup, paste the params from hl into your params for your first four items (they are all the same).
Now make 2 Copy File Commands leaving the params blank. switch to HL(full) again get params from first Copy File Command and paste into your FIRST Copy File Command, Now go back to HL and get params for SECOND Copy File Command, switch back to your DB setup and Paste into your SECOND Copy File Params....check all 6 check boxes on and your done. Click GO to save the settings. Don't worry if it fails as you may not have you world ready to be compiled.
The following part needs to be followed carefully and might seem a little difficult at first. However, if you read through the steps at a slow pace and take your time following every step one at a time you will be fine! Look at the bottom of the steps at the Extra notes for an alternative if you still find the original explanation too difficult. If you do, please remember the warning message at the beginning of this tutorial.
-Finally we will have to configure the compiler section of Hammer to ignore the fact that we do not have HalfLife and only want to compile a map, nothing more.
This could be tricky and I suggest you read this section carefully.
In order to open the 'Run' command we will need to have a map loaded.
-So create a
simple Box and then select
'Run' from the
'File' dropdown list.
1) Open the
'Expert' mode by pressing on the button at the bottom.
2) Now we need to define a DarkBASIC Pro configuration, so press
'Edit' at the top of the window and then
'New' to add a new configuration. Name it
DarkBASIC Pro. Close this window.
3) Now select
'DarkBASIC Pro' from the
'Configurations:' combo list if it is not already selected.
4) Press the
'New' buttom below the
'Edit' button to define a new operation. A checkbox will apear.
5) Now press the
'Cmds' button at the right top of the window and select
'CSG Program'.
6) Press the
'Parms' button below the
'Cmds' button and select
'Map Path (no filename)'. Click
behind '$path' which just apeared and press the
Backslash-key on your keyboard so the line reads: '
$path' (without the ' ). Now press the
'Parms' button again and select
'Map Filename (no extension)'. The line should read '
$path$file' now (again without the ' ).
7) Perform the above
steps 4-6 for the
BSP,
VIS and
LIGHT commands also.
8) Copy the following to your
clipboard (rightclick on it and select 'Copy'):
$path$file.bsp $bspdir$file.bsp
9) Now in the Hammer Editor press
'New' again to define another operation for the compiler; a checkbox will appear again just like in the other steps.
10) Press the
'Cmds' file and select
'Copy File'.
11)
Paste the copied line into the
'Parameters:' textbox below the
'Cmds' options.
12) Copy the follwing line to your
clipboard:
$path$file.pts $bspdir$file.pts
13) Press the
'Cmds' button again in the Hammer Editor and once again select
'Copy File'.
14) Lastly
paste the just copied line into the
'Parameters:' textbox again and then make sure you
tickmark all the options in the
'Compile/Run Commands' window at the left (
all the options should have a V-mark in the checkboxes).
Extra note by CattleRustler: #4 SETTING UP COMPILER EXE'S
This relates to the part of the instructions that starts off "Finally we will have to configure the compiler section..."
I found this part of the instructions tricky to follow and partially incorrect. I will translate.
In order to compile a map your building into a BSP you need to let VHE what compilers to use for the 4 processes (CSG,BSP,VIS,RAD). The one's you need to use are the zoner hl tools you unzipped earlier. If you look at that dir now you'll see (among other things) 8 exe files, 4 that are named Q...exe, and four named HL...exe. The HL ones are the ones to point VHE to. Set up the tab to point to the HL exe's and you'll be ok.
Now Hammer is setup correctly to begin making maps for DarkBasic. If you want to compile the map choose 'Run' in the 'File' dropdown menu and (save at this point if Hammer asks you to) select 'Don't start game'. Also select all the compile tools you want to be active.
Extra note by CattleRustler: #6 TEST VHE COMPILER
Make a new project (RMF). Use a Box primitive and draw it in one of the views 8x8x8. Ok in the Tools dropdown menu choose HOLLOW option. When Input box pops up change 32 to 64 and click OK. On right of VHE IDE select the Texture dropdown and select the HALFLIFE.WAD (you can't use zhlt.wad in your settings as it has no usable textures-you'll get leaks if you try-trust me!), then pick any texture that looks like walls. With your box selected use Apply Texture button to apply texture, you should see the texture on the box in the Camera view port. If not click on empty area in Camera View and use View menu to set to 3D Texured Polygons. If your going to use this map in DBP you DON'T NEED A PLAYER START ENTITY but you DO NEED 1 LIGHT at least. Click ENTITY tool, on right of IDE under ENTITY Combo, you'll see another combo which lets you choose what kind of entity, SELECT LIGHT, now click once inside your box, MAKE SURE THE LIGHT IS WITHIN THE BOUNDS OF THE BOX FROM ALL THREE DIRECTIONS (top,side,front) When it is ok PRESS ENTER KEY. In the Camera View Fly inside your box, if you see a yellow light bulb icon you did the step correctly.
Now select RUN from File menu, Look at NORMAL scrren first and make sure CSG,BSP,RAD,VIS are all set to NORMAL. In EXPERT screen make sure everything looks as it did when you first set it up. click GO
The compiler should finish without errors
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THIS GUIDE IS 'WORK IN PROGRESS' AND WILL BE UPDATED AS MORE INFO
IS DISCOVERED OR FOUND TO BE IMPORTANT TO BE NOTED HERE, THEREFORE THIS GUIDE SHOULD BE SEEN AS THE 'LITE' VERSION.
ALSO THERE'S A DOWNLOAD VERSION IN THE WORKS WITH SCREENSHOTS. IF YOU DON'T UNDERSTAND WHAT'S BEING EXPLAINED HERE WE SUGGEST YOU WAIT FOR THE 'FULL' VERSION.
SUGGESTIONS, TIPS OR ANY OTHER FEEDBACK IS TO BE GIVEN IN THIS
THREAD. CREDITS GO TO APEXnow AND Yskonyn FOR THE ORIGINAL DOCUMENT AND CattleRustler FOR THE AMENDMENTS.
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For more problem discussions and/or solutions read through this thread.
Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."