EYERONIK'S Tutorial



Worldcraft Setup Continued




(who has such horrible desktop colours! urgh!!!)


Configuration

Choose which game configuration you are setting up the Build Programs for here. If you've only created a Half-Life game configuration, that's all you'll have access to here.
Note: If no Configuration is shown, click on the Ok button to return to the Worldcraft screen, then select Options from the Tools menu again and click on the Build Programs tab. The Configuration you've previously created should now be listed.

Game executable

Specify the game executable here. If you know the path to the Half-Life executable, type in the path and filename here, otherwise, click on the Browse button and browse to the Half-Life directory. Select hl.exe and click the Open button.

CSG, BSP, VIS, and RAD executable

This is where you specify the compile tools to be used. The standard tools are, in order, qcsg.exe, qbsp2.exe, vis.exe, and qrad.exe. If you are using Zoner's compile tools, they will be hlcsg.exe, hlbsp.exe, hlvis.exe, and hlrad.exe. By default the tools are stored in the Worldcraft folder.

Note: There is another file, lights.rad, in your Worldcraft directory. It contains information that controls the texture lighting when you compile a Half-Life map. If you move the compile tools to a different directory, you must also move the lights.rad file.


Compiled maps must be placed in a specific directory for Half-Life to recognise their existence. This directory is the Valve\Maps\ directory, located in your Half-Life folder. For example, my Half-Life game directory is D:\games\half-life, so my compiled-maps directory is D:\games\half-life\valve\maps. If no Maps directory exists in the Valve folder, you must create one.

Note: If you are setting up Worldcraft for mod editing, replace "valve" in the above example with the mod directory. For example, d:\games\half-life\tfc\maps.

General Options

You can leave these options at their default settings for now. Once you are familiar with Worldcraft, it is recommended you play around with these settings until you've got things set like you prefer.

2D Views

You can leave these options at their default settings for now. Once you are familiar with Worldcraft, it is recommended you play around with these settings until you've got things set like you prefer.

3D Views

You can leave these options at their default settings for now. Once you are familiar with Worldcraft, it is recommended you play around with these settings until you've got things set like you prefer.

Textures

Without any textures installed, you cannot create a map. The main Half-Life texture file is halflife.wad, and it is located in your Half-Life directory, in the Valve folder. To add it to your Texture list, follow these steps.

Click on the Textures options tab.


In the Textures options, click on the Add WAD button.

An Open dialog will appear. Use it to browse to your Half-Life directory.

Double-click on the Valve folder to view its contents.

Find halflife.wad and select it.

Click on the Open button to add it to your Textures list.
Note: You can also add liquids.wad, xeno.wad, and decals.wad using the above steps. There are a number of other .WAD files that may be available in the Valve folder, including cached.wad, gfx.wad, pldecal.wad, and spraypaint.wad - do not use these. These files are generated by Half-Life and will not be the same on all user's systems.

Compile Setup

If you are going to use Worldcraft to compile your maps, there are two different compile modes for you to use: the normal compile mode and the advanced compile mode.

Normal Compile Mode

The normal compile mode allows for one button compiling with no further setup other than what has been mentioned above.




Additional game parameters - This is where you specify the additional parameters for the game executable. If you are compiling a map for a mod, be sure to include the -game <moddir> parameter as shown in the above picture. -dev and -console, also shown, are good parameters to use when testing maps.


Run CSG, BSP, VIS, and RAD - These settings allow you to define which tools will be run along with a couple of their most basic parameters.

Don't run the game - If this option is checked, the game will not be started after the map has finished compiling.

Save visible objects only - If this option is checked, only objects that are not hidden will be compiled into the map.

Expert (button) - Press this to go into Advanced Compile Mode.
Note: User's of Worldcraft 2.x may remember that the normal compile mode did not work correctly. This problem is fixed now, and the normal compile mode can be used without error, but the advanced compile mode is still recommended due to it's increased versatility.

Advanced Compile Mode

The advanced compile mode gives you much more freedom over how the compile process is performed.


To make a standard compile setup, follow these steps:

Press the New button 8 times. Eight check-boxes will be created.


Click on the 1st checkbox line. Click on the Cmds button and select Change Directory. Click on the Parms button and select Game Executable Directory.
Note: It is important that you select the commands from the Cmds menu rather than typing them in the Command text box. Although they may look the same, typing out the commands will cause problems in the compile.

Click on the 2nd checkbox line. Click on the Cmds button and select CSG program. In the Parameters text box, type $path\$file. It is very important that "$path\$file" be typed correctly.


Click on the 3rd checkbox line. Click on the Cmds button and select BSP program. In the Parameters text box, type $path\$file.

Click on the 4th checkbox line. Click on the Cmds button and select VIS program. In the Parameters text box, type $path\$file.

Click on the 5th checkbox line. Click on the Cmds button and select LIGHT program. In the Parameters text box, type $path\$file.

Click on the 6th checkbox line. Click on Copy File in the Cmds menu. In the Parameters text box, type $path\$file.bsp $bspdir\$file.bsp.

Click on the 7th checkbox line. Click on Copy File in the Cmds menu. In the Parameters text box, type $path\$file.pts $bspdir\$file.pts. (The .pts file is created when there is a leak in your level)

Click on the 8th checkbox line. Click on Game Program in the Cmds menu. In the parameters text box, type +map $file. Other parameters you might also want to use are:
-dev - this puts the game in developer mode, providing extra debugging information for you when you're testing your map.


-console - this enables the in-game console which is accessible by pressing the ~ key.


+set deathmatch 1 - this starts the game in deathmatch mode. Some games, like Counterstrike, require this.


-game <moddir> - this should be used when you're making a map for a mod. For example, if you're making a TFC map, you'd need to use the -game tfc parameter.

I suggest you use q2beaver to compile rather than the wc compiler, most mappers dont use the wc one as its as its poor.

* content edited from wc guide taken from wc help guide for your convienance.