Halflife Mapping







Information's






























Compiling with Beaver


What is q2 beaver?

It is a compile tool, you must compile a map before you can play it. You make maps in worlcraft, and you save them as .rmf files, and .map files. You take this map file and turn it into a .bsp file using compiling frontend tools such as q2beaver.

Why not use Worldcrafts built in compiler?

Q2beaver is simply a lot better, more options, and the main advantage is that it uses a lot less ram, so you can compile maps faster and better.

Is it difficult to use?

No its quite easy really, you can set various options, but once you are setup then you can merely select your map and click compile.

Where do I get a copy?

You can get one here

Q2beaver quick setup guide

All q2beaver needs is directions to where your keeping your vis, csg,rad, and bsp programs, now these 4 programs come with zoners tools, you can get them here as well.

Now when you first start beaver I think it asks you for these paths im not sure as mine is already in, but anyway, once in q2beaver click on game in toolbar and select halflife. The select options and paths, and browse for where you have the files:


You will notice the different sections in beaver, like csg, bsp, vis etc, these are the different sections of the compile process. The are a lot of options in each one, some of them you can tick the box to get that option.

Now if you leave the cursor over what an option says, an explanation will come up to what it is, now you can play about with various options and see what you get, personally I dont know what every one can do, I have, however found the following useful,

csg options:

no wad textures - If you tick this then you wont need to worry about having wads sent out with your map, each texture is saved into the actual map.

vis options:

fast - if you click this, you can do a fast vis, which is quicker, but the optimisations are a lot poorer and this should never be used for final compiling, just for quick tests where you dont need full lighting to see what you need to test etc.

rad options:

extra - suppose to improve stair stepping, which I believe is where light cuts off in steps as it fades, ticking this can smooth it out

bounce - can be useful, set to around 2-4 for how many times your lighting will bounce, dont go over 8 as it wont compile

smooth - set to 20-80 in some cases, set to higher if you have a curvy map.

additional options - now in here if you put -sparse you will see your vismatrix be a lot smaller, and it will compile a lot more faster in many cases, probably one of the most useful commands in compiling, as well as -estimate, put this in all the boxes in each thing, csg, bsp etc and it will tell you the time it estimates to take for that part of compile.

After you have finished with your options you may want to compile something! to actually compile your map, click on file , select map, and the select your map, and click compile, a dos window should pop up and the compile will begin.

Download q2beaver

Win2k users may find q2beaver doesnt work, if so try out Nemisis compiler here


©EyeRoniK 2001