add wad

add wad

Re: add wad Posted by trampus on Sun Feb 15th 2004 at 5:50pm
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ok i could just put it in with the folder of the map but i want to know how to add a wad in the compile process,

i also have hlcc and i know how to do it in that , but it doesnt compile cs maps, [is it a command line or something?],any 1 of these questions answered would b appreciated

ty :kitty:
Re: add wad Posted by ReNo on Sun Feb 15th 2004 at 5:52pm
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HLCC will compile CS maps, or any other HL mods for that matter. In fact, I can't think of anything special you need to compile a map for a mod, the compile process should be the same regardless... Just change your BMP output folder to your half-life/cstrike/maps folder and that should be all you need to do.
Re: add wad Posted by trampus on Sun Feb 15th 2004 at 5:54pm
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i did but it didnt put the bsp in that folder wen i checked or the folder the rmf was in :sad:
Re: add wad Posted by trampus on Sun Feb 15th 2004 at 5:55pm
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fast answering btw :lol:
Re: add wad Posted by Orpheus on Sun Feb 15th 2004 at 6:03pm
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HLCC is old, but simple, and it works.

i have yet to see it ever let me down, on basic compiling..

usually its someone who has a path error, do not type the path in browse to it..



use THIS tutorial to assist you.
Re: add wad Posted by trampus on Sun Feb 15th 2004 at 6:05pm
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i have already read your tut[thats why im using hlcc] but it dosent state how to set it up for cs maps, i take it that i have to change the command line?
Re: add wad Posted by ReNo on Sun Feb 15th 2004 at 6:06pm
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If the BSP isn't in EITHER your maps folder or the source's folder, then it sounds like there is a compile error that is stopping the map compiling at all. Post your compile log and we should be able to help.
Re: add wad Posted by trampus on Sun Feb 15th 2004 at 6:12pm
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Posted 2004-02-15 6:12pm
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ok heres the log [i think] :

[qcsg]
glview=0
nowadtex=0
onlyents=0
v=0
noclip=0
skyclip=0
chart=0
estimate=0
noestimate=0
verbose=0
low=0
high=0
nolog=0
wadinclude=0
threads=
texdata=
[qbsp2]
leakonly=0
notjunc=0
v=0
watervis=0
chart=0
estimate=0
noestimate=0
verbose=0
low=0
high=0
nolog=0
threads=
subdivide=
texdata=
maxnodesize=
[vis]
fast=0
v=0
chart=0
estimate=0
noestimate=0
verbose=0
low=0
high=0
nolog=0
threads=
texdata=
[qrad]
dump=0
extra=0
inc=0
notexscale=0
terse=0
v=0
threads=
bounce=
chop=
coring=
gamma=
scale=
sky=
smooth=
maxlight=
red=
green=
blue=
lights=
chart=0
estimate=0
noestimate=0
verbose=0
low=0
high=0
nolog=0
texdata=
maxchop=
fade=
falloff=
dlight=
[files]
map=C:\\Documents and Settings\\tramp\\Desktop\\tramp\\fy_tramp.map
bsp=C:\\Sierra\\Half-Life\\cstrike
tools=C:\\Program Files\\Valve Hammer Editor\\tools
halflife=C:\\Sierra\\Half-Life\\hl.exe
cline=
[buttons]
run=1
qrad=1
qcsg=1
qbsp2=1
vis=1
genbat=1
VCON=0
ZHLT=1
VCAuto=1
VCTimer=5
VCOverwrite=0
[logging]
CSGLog=0
BSPLog=0
VISLog=0
RADLog=0
Re: add wad Posted by Leperous on Sun Feb 15th 2004 at 6:14pm
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What do you mean by 'add a wad', build it into the .BSP, or just compile with it listed? The latter one is done by listing the WADs inside your .MAP file (i.e. there's no point in adding extra WADs as you obviously haven't used any textures from them), and the former is a -nowadtextures (to add all textures used) or -wadinclude "wadname1.wad" "wadname2.wad" command with HLCSG (thanks to Orph for the thing about the quotes)
Re: add wad Posted by Orpheus on Sun Feb 15th 2004 at 6:18pm
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time and again i ask this question, why is the documents folder in the compile steps?

put everything you need to compile with in the editor folder.. except HL of course..

as i stated above THE ANSWER IN THE BIG RED BOX use the browse feature to set the paths.. it shouldn't matter that its for another mod..

sighs

all it takes is a bit of experimentation.. i know my answer is correct, at least as far as the question goes, i cannot foresee if you asked the wrong question :sad:

[edit] mumbles i HATE that damned red box
Re: add wad Posted by Orpheus on Sun Feb 15th 2004 at 6:21pm
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Leperous said:
What do you mean by 'add a wad', build it into the .BSP, or just compile with it listed? The latter one is done by listing the WADs inside your .MAP file (i.e. there's no point in adding extra WADs as you obviously haven't used any textures from them), and the former is a -nowadtextures or -wadinclude "wadname.wad" command.
quotations are required as in

-wadinclude "tampus.wad1" "tampus.wad2" "tampus.wad3"

[edit] damnit i meant to add this post, not post a new :sad:
Re: add wad Posted by ReNo on Sun Feb 15th 2004 at 6:28pm
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trampus said:
bsp=C:\\Sierra\\Half-Life\\cstrike
First of all, that isn't your compile log, it seems to be an output of all your compile settings. Your compile log should be called "<yourmapsname>.log" and can be found in the same folder as your level's .map file.

However, this seems to have shown your problem partially anyway - the BSP directory should be C:\\Sierra\\Half-Life\\cstrike\\maps.

I still think the problem is quite possibly a compile error however, so if this doesn't fix your problem, then try posting your compile log an we will prolly spot some problem.
Re: add wad Posted by trampus on Sun Feb 15th 2004 at 6:36pm
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Posted 2004-02-15 6:36pm
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i think that is the compile log wen i used hlcc coz there isnt anything else

i think the question i asked first was a bit too bland wat i want to know is ..

wen compiling a map with hammer[with zhlt] how to add a wad in with the compiling process so its in with the bsp

or

how to use hlcc for cs?

[/edit] i want to add more than 1 wad in
Re: add wad Posted by Orpheus on Sun Feb 15th 2004 at 6:42pm
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growls

i give up, both questions were answered..

good luck trampus
Re: add wad Posted by trampus on Sun Feb 15th 2004 at 6:45pm
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k i have re-read the posts in detail and i c ur point

but where is the command line suppose to be put

e.g.

-wadinclude "tampus.wad1" "tampus.wad2" "tampus.wad3"?
Re: add wad Posted by Orpheus on Sun Feb 15th 2004 at 6:47pm
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its also in the BLUE bud :rolleyes:
Re: add wad Posted by trampus on Sun Feb 15th 2004 at 6:53pm
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Posted 2004-02-15 6:53pm
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ok i have decided to take ur advice on experimenting with the settings and i have got it working now

soz if i was a pain in the a*s :lol:
Re: add wad Posted by Dr Brasso on Sun Feb 15th 2004 at 7:50pm
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experiment?....hell, its right there in black and white.... :lol:

sometimes it just doesnt pay to get up in the morning... :rolleyes:

Doc Brass... :dodgy:
Re: add wad Posted by matt on Sun Feb 15th 2004 at 8:35pm
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yes -addwadtextures is the one to use.
Re: add wad Posted by Gollum on Sun Feb 15th 2004 at 8:42pm
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matt said:
yes -addwadtextures is the one to use.
Er, that command line doesn't exist :razz:

The best one is -wadinclude "blah.wad", unless you use every single texture in all your loaded WADs.
Re: add wad Posted by Orpheus on Sun Feb 15th 2004 at 8:43pm
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matt said:
yes -addwadtextures is the one to use.
GLARES

matt.. shhhh

you are embarrassing us... again
Re: add wad Posted by trampus on Mon Feb 16th 2004 at 7:58am
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Posted 2004-02-16 7:58am
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Dr Brasso said:
experiment?....hell, its right there in black and white.... :lol:

sometimes it just doesnt pay to get up in the morning... :rolleyes:

Doc Brass... :dodgy:
is it there?, i was talking bout using hlcc and orphs suggestion for basically trial and improvement ,mabe me get up at 6 every morning [cept sundays] is frying my brain. :sad:
Re: add wad Posted by matt on Mon Feb 16th 2004 at 11:22am
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Orpheus said:
matt said:
yes -addwadtextures is the one to use.
GLARES

matt.. shhhh

you are embarrassing us... again
There I go again, landing myself right in it :biggrin:
Re: add wad Posted by Orpheus on Mon Feb 16th 2004 at 1:51pm
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Posted 2004-02-16 1:51pm
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:lol: i just noticed, gollum and i had commented/posted at the same time.. you got "double jeopardy" that time matt :biggrin:
Re: add wad Posted by matt on Mon Feb 16th 2004 at 2:03pm
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Oh well nobodies perfect.