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{{DISPLAYTITLE: Black Mesa - Proper Compile Settings}}
{{DISPLAYTITLE: Black Mesa - Proper Compile Settings}}
{{back | Black Mesa Level Creation}}
{{back | Black Mesa Level Creation}}
= This guide will teach you about the proper final compile settings to use =


{{warning|These settings are NOT recommended for quick testing / gameplay testing, for that use the normal compile window!}}
{{TOC|right}}
{{clr}}
 
{{Tutorial Skill Level | skill=2}}


{{Tutorial Skill Level | skill=4}}
== How to use proper with {{bms|4.1}} ==


Note: Lighting parameters have been sourced from the official mapsrc.
{{warning|These settings are NOT recommended for quick testing / gameplay testing, for that use the normal compile window!}}
{{warning|Unfinished guide, do not use. Instead use the external HTCT compiler
* [[Compiling_your_map_using_htct|Compiling maps using HTCT]]}}
{{note|'''Lighting parameters have been sourced from the official mapsrc.'''}}


= Opening the expert compile window =
== Opening the expert compile window ==
Run a map by pressing '''F9''' and then you will see a dialog box, simply press on the Expert button.
Run a map by pressing '''F9''' and then you will see a dialog box, simply press on the Expert button.
[[Image:Bms normal compile window.png|thumb|right|300px|Press the Expert button]]
[[File:Bms normal compile window.png|thumb|right|300px|Press the Expert button]]
<br>


 
=== Creating a new configuration ===
= Creating a new configuration =
Now it's time to actually implement the compile parameters, press the edit button and create a new configuration by pressing new, call it '''expert compile''' then press OK
Now it's time to actually implement the compile parameters, press the edit button and create a new configuration by pressing new, call it '''expert compile''' then press OK
[[Image:Bms expert compile steps.png|thumb|right|300px|Steps to create a new configuration]]
[[File:Bms expert compile steps.png|thumb|right|300px|Steps to create a new configuration]]


= Setting up the configuration =
=== Setting up the configuration ===
Head back to the main expert compile window, this time press the new button under edit button, this should now generate an empty box:
Head back to the main expert compile window, this time press the new button under edit button, this should now generate an empty box:
Paste in these arguments:
Paste in these arguments:
== First Box: (bsp) ==
== First Box: (bsp) ==
{| class=standard-table
{| class=standard-table
Line 56: Line 58:


=== Interior earthbound maps ===
=== Interior earthbound maps ===
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights</code>
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -game $gamedir $path\$file</code>


=== Exterior earthbound maps (IF ANY SKY IS VISIBLE)===
=== Exterior earthbound maps (IF ANY SKY IS VISIBLE)===
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows</code>
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -game $gamedir $path\$file</code>


=== Interior Xen maps ===
=== Interior Xen maps ===
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights</code>
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -game $gamedir $path\$file</code>


=== Xen Maps with no real sky ===
=== Xen Maps with no real sky ===
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows</code>
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -game $gamedir $path\$file</code>






=== Xen maps with real sky ===
=== Xen maps with real sky ===
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -realskylight</code>
<code>-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -realskylight -game $gamedir $path\$file</code>


= {{note|'''It is recommended to have different configurations for each of these, see below picture:'''}} =
{{note|It is recommended to have different configurations for each of these, see below picture:}}  


== Fourth Box: (Copy FIle) ==
== Fourth Box: (Copy FIle) ==
Line 90: Line 92:
!  Command: || Parameters:
!  Command: || Parameters:
|-  
|-  
| $game_exe  || -dev -console -allowdebug -hijack -game $gamedir +map $file
| $game_exe  || -dev -console -allowdebug -game $gamedir +map $file
|-  
|-  
| ||  
| ||  
Line 98: Line 100:
= Copying and editing configurations =
= Copying and editing configurations =
  Because Black Mesa uses different VRAD settings for different types of maps, it is recommended to create new configurations for each one of these, simply copy paste the configuration that you created and rename it, then edit the VRAD Parameters accordingly, see pictures for explanation:
  Because Black Mesa uses different VRAD settings for different types of maps, it is recommended to create new configurations for each one of these, simply copy paste the configuration that you created and rename it, then edit the VRAD Parameters accordingly, see pictures for explanation:
[[Image:Bmc expert compile copying.png|thumb|center|900px|Copying process]]
[[File:Bmc expert compile copying.png|thumb|center|900px|Copying process]]
<br>
<br>


= Your configurations should look like this, each having their logically according VRAD parameter: =
= Your configurations should look like this, each having their logically according VRAD parameter: =
[[Image:Bms expert configs.png|thumb|center|900px|Copying process]]
[[File:Bms expert configs.png|thumb|center|900px|Copying process]]
<br>
<br>




You have now completed the very tedious task of setting up Expert Compilers for Black Mesa, good job!
You have now completed the very tedious task of setting up Expert Compilers for Black Mesa, good job!

Latest revision as of 14:13, 1 November 2024

Black Mesa Level Creation


Skill Level

This tutorial expects you to have this amount of knowledge within the topic to follow along smoothly.

Novice Familiar Competent Proficient Expert


How to use proper with Black Mesa Black Mesa

Warning.pngWarning:These settings are NOT recommended for quick testing / gameplay testing, for that use the normal compile window!
Warning.pngWarning:Unfinished guide, do not use. Instead use the external HTCT compiler
Note.pngNote:Lighting parameters have been sourced from the official mapsrc.

Opening the expert compile window

Run a map by pressing F9 and then you will see a dialog box, simply press on the Expert button.

Press the Expert button

Creating a new configuration

Now it's time to actually implement the compile parameters, press the edit button and create a new configuration by pressing new, call it expert compile then press OK

Steps to create a new configuration

Setting up the configuration

Head back to the main expert compile window, this time press the new button under edit button, this should now generate an empty box: Paste in these arguments:

First Box: (bsp)

Command: Parameters:
$bsp_exe -game $gamedir $path\$file


Second Box: (vis)

press the new button and paste in these arguments:

Command: Parameters:
$vis_exe -game $gamedir $path\$file


Third Box : (vrad)

Now this is the tricky part, the parameters depend on multiple factors but the command stays the same:

Command:
$light_exe


Interior earthbound maps

-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -game $gamedir $path\$file

Exterior earthbound maps (IF ANY SKY IS VISIBLE)

-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -game $gamedir $path\$file

Interior Xen maps

-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -game $gamedir $path\$file

Xen Maps with no real sky

-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -game $gamedir $path\$file


Xen maps with real sky

-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -realskylight -game $gamedir $path\$file

Note.pngNote:It is recommended to have different configurations for each of these, see below picture:

Fourth Box: (Copy FIle)

Repeat the same process as box 1 and 2, press the new button and paste in these arguments:

Command: Parameters:
Copy File $path\$file.bsp $bspdir\$file.bsp


Fifth Box: (Game)

press the new button and paste in these arguments:

Command: Parameters:
$game_exe -dev -console -allowdebug -game $gamedir +map $file


Copying and editing configurations

Because Black Mesa uses different VRAD settings for different types of maps, it is recommended to create new configurations for each one of these, simply copy paste the configuration that you created and rename it, then edit the VRAD Parameters accordingly, see pictures for explanation:
Copying process


Your configurations should look like this, each having their logically according VRAD parameter:

Copying process



You have now completed the very tedious task of setting up Expert Compilers for Black Mesa, good job!