hl.exe
is located. By default, this is C:\Program Files (x86)\Steam\steamapps\common\Half-Life
.hl.sh
is located. By default, this is $HOME/.steam/steam/steamapps/common/Half-Life
($HOME
is the environment variable that is the path to your personal Unix user folder which is usually /home/<Unix user>
).func_vehicle
etc.)games/Halflife
.
TrenchBroom comes with a basic Half-Life FGD, however we also need zhlt.fgd
. Without it, we wouldn't have certain special entities like func_detail.
Now, there is a problem. TrenchBroom cannot load multiple FGD files at once. For that, we'll create a combined FGD. Do the following:halflife_zhlt.fgd
// Combined Half-Life and ZHLT FGD
@include "zhlt.fgd"
@include "HalfLife.fgd"
4. Lastly, open GameConfig.cfg
, go to line 18, and change it as follows:
"entities": {
"definitions": [ "HalfLife.fgd" ],
"defaultcolor": "0.6 0.6 0.6 1.0",
"setDefaultProperties": true
},
"entities": {
"definitions": [ "halflife_zhlt.fgd" ],
"defaultcolor": "0.6 0.6 0.6 1.0",
"setDefaultProperties": true
},
halflife_zhlt.fgd
by default, so you don't have to switch to it every time.E:/GoldSrcMapping/textures/zhlt.wad
, definitely use absolute paths.
${GAME_DIR_PATH}
${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map
<path to VHLT>/HL-CSG.exe
"${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map" -nowadtextures -clipeconomy
<path to VHLT>/HL-BSP.exe
"${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map" -chart
<path to VHLT>/HL-VIS.exe
"${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map"
<path to VHLT>/HL-RAD.exe
"${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map" -chart
xcopy mymap.map "C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve/maps"
"C:/VHLT/HL-CSG.exe" "C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve/maps/mymap.map" -nowadtextures -clipeconomy
"C:/VHLT/HL-BSP.exe" "C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve/maps/mymap.map" -chart
"C:/VHLT/HL-VIS.exe" "C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve/maps/mymap.map"
"C:/VHLT/HL-RAD.exe" "C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve/maps/mymap.map" -chart
Here's a Linux equivalent:
cp mymap.map $HOME/.steam/steamapps/common/Half-Life/valve/maps
$HOME/VHLT/hlcsg $HOME/.steam/steamapps/common/Half-Life/valve/maps/mymap.map -nowadtextures -clipeconomy
$HOME/VHLT/hlbsp $HOME/.steam/steamapps/common/Half-Life/valve/maps/mymap.map -chart
$HOME/VHLT/hlvis $HOME/.steam/steamapps/common/Half-Life/valve/maps/mymap.map
$HOME/VHLT/hlrad $HOME/.steam/steamapps/common/Half-Life/valve/maps/mymap.map -chart
In the end, you should see something like this in the compile log:
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/512 64/32768 ( 0.2%)
planes 20/32768 400/655360 ( 0.1%)
vertexes 20/65535 240/786420 ( 0.0%)
nodes 6/32767 144/786408 ( 0.0%)
texinfos 4/32767 160/1310680 ( 0.0%)
faces 16/65535 320/1310700 ( 0.0%)
* worldfaces 16/32768 0/0 ( 0.0%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 2/32760 56/917280 ( 0.0%)
* worldleaves 1/8192 0/0 ( 0.0%)
marksurfaces 16/65535 32/131070 ( 0.0%)
surfedges 68/512000 272/2048000 ( 0.0%)
edges 35/256000 140/1024000 ( 0.0%)
texdata [variable] 67732/33554432 ( 0.2%)
lightdata [variable] 7860/50331648 ( 0.0%)
visdata [variable] 1/8388608 ( 0.0%)
entdata [variable] 319/2097152 ( 0.0%)
* AllocBlock 1/64 0/0 ( 1.6%)
3 textures referenced
=== Total BSP file data space used: 77884 bytes ===
Wad files required to run the map: (None)
0.09 seconds elapsed
----- END hlrad -----
#### Finished with exit status 0
You should now be able to see a BSP file in Half-Life's maps folder. You may then launch Half-Life, open the console and execute map mymap
, or whatever the filename of your map is.
GameConfig.cfg
."compilationTools": [
{ "name": "csg"},
{ "name": "bsp"},
{ "name": "vis"},
{ "name": "light"}
]
Now if you go to the Half-Life's entry in the Preferences menu, it will have a "Compilation Tools" section, similarly to the Quake entry.
After setting the paths there, you may use ${csg}, ${bsp}, ${vis} and ${light} instead of <path to VHLT>/toolname.exe
when creating a compile task.
<ResourcePath>
and <UserDataPath>
- whose locations differ depending in the platform:
Platform | <ResourcePath> | <UserDataPath> |
---|---|---|
Windows | The directory where the TrenchBroom executable is located. | C:\Users\<username>\AppData\Roaming\TrenchBroom |
macOS | TrenchBroom.app/Contents/Resources | ~/Library/Application Support/TrenchBroom |
Linux | <prefix>/share/trenchbroom, where <prefix> is the installation prefix. | ~/.TrenchBroom |
<ResourcePath>
folder contains TrenchBroom's built-in game configurations, while <UserDataPath>
is where the compilation and engine profiles are stored, and is also created automatically when their files (CompilationProfiles.cfg
and GameEngineProfiles.cfg
, respectively) are saved.<ResourcePath>/games/Halflife
. This works, but it's not recommended as these files will get overwritten by updates to the editor.<UserDataPath>
instead; TrenchBroom will automatically load files from <UserDataPath>
in place of <ResourcePath>
if they have the same name. If you've followed the guide so far, all you have to do is copy the files from <ResourcePath>/games/Halflife
to <UserDataPath>/games/Halflife
.
Tip: you can easily access <UserDataPath>
by clicking the folder icon near the bottom-left corner of the Preferences menu.
Failed to parse included file: At line 1753, column 222: Expected '[', but got ':' (raw data: ':') (line 1753)
If so, check your FGDs for things such as:
@SolidClass = worldspawn : "This is the world entity. Each map can only contain one, and it's automatically created for you." : "http://twhl.info/wiki.php?id=162"
and make sure to delete the rightmost part:
: "http://twhl.info/wiki.php?id=162"
The FGD format is not very standardized, each map editor adds its own extensions to it. TrenchBroom does not support J.A.C.K.'s extensions, which was used in this example. This makes it quite tedious to port a J.A.C.K. FGD to TrenchBroom.
----- BEGIN hlrad -----
Command line: E:\Workfolders\Half-Life\VHLT-ADM-v35\ADM-RAD.exe "D:\Program Files (x86)\Steam\steamapps\common\Half-Life/valve/maps/twhl_tut_1.map" -chart
Arguments: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life/valve/maps/twhl_tut_1.map" -chart -low
>> There was a problem compiling the map.
>> Check the file D:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\twhl_tut_1.log for the cause.
----- END hlrad -----
Do not panic. Simply scroll all the way up, and read the compile log from the beginning. Have a look at Tutorial: Diagnosing Problems, or ask for help. Everything will be fine.You must log in to post a comment. You can login or register a new account.
From the github release: