compiling comands

compiling comands

Re: compiling comands Posted by 4hmWAR on Wed Jul 27th 2005 at 12:32pm
4hmWAR
6 posts
Posted 2005-07-27 12:32pm
4hmWAR
member
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
fraggard
1110 posts
Posted 2005-07-27 12:49pm
fraggard
member
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
Underdog
1018 posts
Posted 2005-07-28 11:30am
Underdog
member
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 Underdog on Thu Jul 28th 2005 at 11:19pm
Underdog
1018 posts
Posted 2005-07-28 11:19pm
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
Took me forever but I finally found that tutorial.

http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=38

Hope this helps.
There is no history until something happens, then there is.
Re: compiling comands Posted by 4hmWAR on Sun Aug 7th 2005 at 6:33am
4hmWAR
6 posts
Posted 2005-08-07 6:33am
4hmWAR
member
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
4hmWAR
6 posts
Posted 2005-08-23 9:35am
4hmWAR
member
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
Tracer Bullet
2271 posts
Posted 2005-08-25 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.