Re: compiling comands
Posted by 4hmWAR on
Wed Jul 27th 2005 at 12:32pm
Posted
2005-07-27 12:32pm
6 posts
1 snarkmarks
Registered:
Oct 12th 2004
Occupation: too many to list
Location: mn
ok i know it used to be in here
i'm using 3.4 (fixing up an old map i scraped) and i can;t seem to rember the comand to inculed the wad in the bsp. i'm making some new pic's and such to put in there and had deleted the original hammer i was using due to starting to tinker wiht sorce maps..
any help would be great.
Re: compiling comands
Posted by fraggard on
Wed Jul 27th 2005 at 12:49pm
Posted
2005-07-27 12:49pm
1110 posts
220 snarkmarks
Registered:
Jul 8th 2002
Occupation: Student
Location: Bangalore, India
hlcsg has two command line switches you can use
1) -nowadtextures : All your textures are compiled into the BSP
2) -wadinclude path/to/wad.wad : All textures in use from that WAD are compiled into the BSP
As you can guess, nowadtextures is easier to work with for test
compiles. For final releases -wadinclude will cut down your BSP's file
size, but you need to be careful to include all the custom WADs you use.
Re: compiling comands
Posted by Underdog on
Thu Jul 28th 2005 at 11:30am
Posted
2005-07-28 11:30am
1018 posts
102 snarkmarks
Registered:
Dec 12th 2004
Occupation: Sales-Construction
Location: United States
I read a tutorial on this recently. Its right here at Snarkpit but cannot recall where.
Look within the HL1 section. Something to do with another program compiling stuff for you.
Sorry I cannot be more specific.
There is no history until something happens, then there is.
Re: compiling comands
Posted by 4hmWAR on
Sun Aug 7th 2005 at 6:33am
6 posts
1 snarkmarks
Registered:
Oct 12th 2004
Occupation: too many to list
Location: mn
thanks guys.... sorry for time between posts... i get really busy... but is much help :smile:
Re: compiling comands
Posted by 4hmWAR on
Tue Aug 23rd 2005 at 9:35am
6 posts
1 snarkmarks
Registered:
Oct 12th 2004
Occupation: too many to list
Location: mn
ok this may seem like a dumb question but it seems my bsp file is the same size nomatter which way i compile it.
just to make sure i'm doing it right
i have my wadinclude going to the wad file
should i have the name of the texture in that comand line... or just pointing to the wad like i have it???
seems odd that they would be the same size.
Re: compiling comands
Posted by Tracer Bullet on
Thu Aug 25th 2005 at 6:24pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Well, if all the textures you are useing get included either way, then there would be no difference in size between -nowadtextures and -wadinclude.
It does sound as though you are doing it right. If you want to be sure you can always move the requred wads out of their apropriate folders and see if the map runs without them...
Some people are like slinkys...
They aren?t really good for anything, but you can't help but laugh when one tumbles down the stairs.