This is a brief, step-by-step guide on how to set up TrenchBroom for GoldSrc games.
At the time of editing, TrenchBroom is currently at v2023.1, and the guide should work for most of the Versions!
If you are using a newer version and this guide does not work, consider reporting it in the comments, or update the guide. TrenchBroom is in active development and things can change from time to time.
Before we start
This guide assumes you have already installed TrenchBroom and are a bit familiar with it.
If not, you may go to
TrenchBroom releases on GitHub, scroll down a little bit and find a download for your platform/operating system.
Also, if you would like to learn how to use TrenchBroom in general,
dumptruck_ds's tutorial videos as well as
TrenchBroom's own manual are great resources.
If you are new to making maps in general, it is also a good idea to read up on other mapping guides:
Lastly, note that TrenchBroom does not yet offer
full support for Half-Life. For instance, while it can load Half-Life textures, sprites and models, it doesn't have a file browser where you can conveniently pick a sprite or model, instead you have to type paths to them manually. This may change in future updates.
Settings
First, you should let TrenchBroom know
where Half-Life is located. Without that information, it won't know where to look for game files.
1. Launch TrenchBroom and click
New map...
2. Click
Open preferences... and select Half-Life.
3. Set the
Game Path to your Half-Life installation directory.
- Windows: this is the folder where
hl.exe
is located. By default, this is C:\Program Files (x86)\Steam\steamapps\common\Half-Life
.
- Linux: this is the folder where
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>
).
Click
Apply and done! It is not necessary to configure an engine, since we won't launch the game from TrenchBroom.
FGD files
FGDs describe what
entities the game can offer to the map editor. Different mods / games like Counter-Strike may offer different entity types. (bomb spots,
func_vehicle
etc.)
Navigate to the folder where the game configuration files are located. That'll be different depending on the platform:
- Windows: this is the folder where
TrenchBroom.exe
is located.
- macOS:
TrenchBroom.app/Contents/Resources
- Linux:
<prefix>/share/trenchbroom
, where <prefix>
is the installation prefix.
Then, inside that folder, navigate to
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.
ZHLT stands for Zoner's Half-Life Tools, a set of map compilers from the early 2000s. It has been superseded by Vluzacn's Half-Life Tools, which you can find in our
Tools and Resources section.
You will need a set of Compile Tools (VHLT) in order to build your maps, so Half-Life can load them. Read more in
Tutorial: Compiling Introduced.
Now, there is a problem. TrenchBroom cannot load multiple FGD files at once. For that, we'll create a combined FGD. Do the following:
1. Create a new file, call it anything you'd like, for example
halflife_zhlt.fgd
2. Open it with your preferred text editor (Notepad, Notepad++, VSCode...)
3. Write the following text:
// 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:
Before:
"entities": {
"definitions": [ "HalfLife.fgd" ],
"defaultcolor": "0.6 0.6 0.6 1.0",
"setDefaultProperties": true
},
After:
"entities": {
"definitions": [ "halflife_zhlt.fgd" ],
"defaultcolor": "0.6 0.6 0.6 1.0",
"setDefaultProperties": true
},
This change will make TrenchBroom load
halflife_zhlt.fgd
by default, so you don't have to switch to it every time.
Just to make sure, here is how your FGD should look in the end:
Creating a new map
Once you've set that up, make sure that your
Map Format is set to
Valve. The
Standard map format is actually the Quake map format and isn't recommended for GoldSrc. (in fact, even Quake mappers use the Valve format, since it has better texture projection capabilities, and some additional Features.)
You will be greeted by TrenchBroom's default layout and an almost empty map.
Hello, brush!
Please do not put spaces in your map names, or any special characters, and avoid uppercase characters. mymap
or my_map
is standard, MyMap
not so much, My map
is just not going to load and isnt recommended.
Take a moment to familiarize yourself with TrenchBroom's user interface. If you aren't mapping for Half-Life, you may select a game/mod folder in the
Mods section in the bottom-right corner.
The next step is to load textures. Go to the
Face tab in the upper-right corner.
Look at
Texture Collections in the bottom-right corner, and click on the
+ icon. Browse to a WAD file (e.g.
Half-Life/valve/halflife.wad
) and open it.
TrenchBroom will ask you if you want to build a relative path to the WAD, or use an absolute path. Prefer relative paths
if they are in your game folder. If they are elsewhere, such as
E:/GoldSrcMapping/textures/zhlt.wad
, definitely use absolute paths.
Note that you will have to load WADs every time you create a new map.
Now, after you've made a little room and placed an
info_player_start, move on to the next section!
Unlike textures, this process is only done once, and it is perhaps the most tedious and confusing for newcomers. However, don't worry, it is fairly straightforward.
1. Go to
Run ->
Compile Map.... You will see a
Compile window with empty compilation profiles.
2. Create a compilation profile by clicking on the
+ icon at the bottom of
Profiles, you may name it however you like (e.g. "Default")
3. Set
Working Directory to
${GAME_DIR_PATH}
4. Add the following compilation steps:
1.
Export Map
- File Path:
${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map
- This will export the map to the game's maps directory. It is not a bad idea to have your original map file separate from the exported one.
2.
Run Tool
- Tool Path:
<path to VHLT>/HL-CSG.exe
- Parameters:
"${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map" -nowadtextures -clipeconomy
3.
Run Tool
- Tool Path:
<path to VHLT>/HL-BSP.exe
- Parameters:
"${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map" -chart
4.
Run Tool
- Tool Path:
<path to VHLT>/HL-VIS.exe
- Parameters:
"${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map"
5.
Run Tool
- Tool Path:
<path to VHLT>/HL-RAD.exe
- Parameters:
"${WORK_DIR_PATH}/${MODS[-1]}/maps/${MAP_BASE_NAME}.map" -chart
In the end, you should have something that looks like this:
You may now press
Compile.
What happens from this moment onward is essentially equivalent to launching the Command Prompt on Windows and doing this:
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.
You may want to create multiple compilation profiles for different tasks, such as a profile for recompiling only the entities on a map, for example, and typing in the full paths to the tools' executables in
Run Tool every time might get annoying. Fortunately, it's possible to specify tool paths in the Preferences menu as variables.
Quake's built-in config has fields for setting tool paths, but Half-Life lacks these options by default. You have to add these fields manually:
1. Open
GameConfig.cfg
.
2. Add the following section at the end:
"compilationTools": [
{ "name": "csg"},
{ "name": "bsp"},
{ "name": "vis"},
{ "name": "light"}
]
It should look like this
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.
That wasn't here before!
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.
Your compilation profile may look like this
(Optional) Overriding the game configuration files
So far, we've been customizing our configs and FGDs in the
resources folder for the game, which the
manual refers to as
<ResourcePath>
since its location varies between platforms. Thus,
GameConfig.cfg
and the FGDs we modified earlier are in currently in
<ResourcePath>/games/Halflife
.
This works just fine, but the manual cautions against doing so:
The folder <ResourcePath>/games
contains a .cfg
file for each supported game, and additional folders which can contain additional resources related to the game such as icons, palettes or entity definition files.
It is not recommended to change these builtin game configurations, as they will be overwritten when an update is installed. [emphasis added]
Well, where should we keep our configs then?
To modify the existing game configurations or to add new configurations, you can place them in the folder <UserDataPath>/games
, where the value of <UserDataPath>
is again platform dependent.
What the manual proposes is to
override the configurations - TrenchBroom will automatically substitute files in
<ResourcePath>
for files in
<UserDataPath>
, if they have the same names.
But where is that folder? As stated, it depends on your platform:
- Windows:
C:\Users\<username>\AppData\Roaming\TrenchBroom
- macOS:
~/Library/Application Support/TrenchBroom
- Linux:
~/.TrenchBroom
You can easily access
<UserDataPath>
by clicking the folder icon near the bottom-left corner of the Preferences menu.
This one, right here
If you've followed the guide so far, all you have to do now is copy the files from
<ResourcePath>/games/Halflife
to
<UserDataPath>/games/Halflife
, and make any further changes you want over there.
If you've followed the steps in
Setting up VHLT, you will find a
games/Half-Life
folder in your
<UserDataPath>
, with a file called
CompilationProfiles.cfg
in it.
At the time of writing, TrenchBroom relies on the game's
name, an attribute in
GameConfig.cfg
(the same name displayed in the Preferences menu), to look up/create its corresponding folder in
<UserDataPath>
, which it does whenever the compilation profiles are modified.
Note that
Halflife
and
Half-Life
are different names. If, for example, you create a folder
<UserDataPath>/games/Halflife
to override
<ResourcePath>/games/Halflife
, and then save a new compilation/engine profile, TrenchBroom will create a new folder
<UserDataPath>/games/Half-Life
to store that file. It might work anyway, but you'll end up with both a
Halflife
and a
Half-Life
folder, and a different compilation config in each. Confusing? Yeah, it really is.
To fix this inconsistency, you'll have to make these three things match:
<ResourcePath>/games/<name of game>
<UserDataPath>/games/<name of game>
"name": "<name of game>"
in GameConfig.cfg
(line 3)
Finally, put all files in
<UserDataPath>/games/<name of game>
.
Note: this behavior has been
recognized as a bug, and should get fixed in an upcoming version of TrenchBroom.
Another caveat of the config's
name attribute is that characters which aren't allowed in folder names (like colons and question marks) cannot be used in it, as doing so makes the editor crash due to being unable to create the game's corresponding folder.
Troubleshooting
Chances are, you may run into some problems while following this guide.
Problem: I can't see any entities!
Check TrenchBroom's console, chances are you may see error messages like this:
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.
Problem: I am getting "Finished with exit status 1"
This means the compile has failed. You are likely seeing something like this:
----- 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.
For this example, the error was:
Problem: Error: ::LoadLump() texture __TB_EMPTY not found!
This means you did not assign a texture to at least one face. You must make sure every surface has a texture, even if it won't be visible in-game.
Problem: Warning: LEAK in hull 0
For this one, refer to
Tutorial: How to fix those leaks. TrenchBroom supports, as of lately, VHLT pointfiles, so you can easily locate leaks.
From the github release: