I wrote this in another forum, but I'll go ahead and post it here.
This is my way of setting up mapping for ZP.
This belongs in the mapping help and troubleshooting forum.
But anyway, I made a tutorial in another site for this. (just setting it up and links to other tuts)
Ok, some people are asking how to map and I will answer their question.
Lets get started, I will start with installing everything first
First of all, install Valve Hammer Editor 3.4
Next, get the hammer 3.5 beta text executable. Paste it in your hammer folder.
Next, get the batch compiler. This will make it easier to compile your map and allow for more flexibility.requires the .net framework 1.1
YOU WILL DO ALL YOUR COMPILING THROUGH THIS
Get the GCFScape. This will allow you to grab the standard wad files provided by Valve from halflife.gcf. requires .net framework 1.1
Now it's time to get the tools to finish up the job after you're done with a map.
These are the mapping compile tools by Zoner and are the most recent and best ones.
Q. Why should I use Zoner's compile tools instead of just using the ones that came with WorldCraft?
A. WorldCraft was originally built for use with Quake 2. This means compile tool were also built for use with the Quake 2 engine. While Half-Life is based on a BSP map system, just like Quake 2 was, there are many differences that make the compile tools packaged with WorldCraft cause many problems. As it is, the original compile tools are no longer being updated, while newer version of Zoner's Compile Tools are always being made, so this ensures that you will have a more stable and smoother compile. Zoner's Tools also have features that the previous compile tools never supported, such as the ability to make brush based entities block light and cast shadows, as well as many other things.
you dont need to understand this, but its a good idea to read it and understand it some time in the future
There are seven programs included in this release. HLCSG, HLBSP, HLVIS and HLRAD together build and light your map and are generally all used every time you compile your map (unless you are doing only partial compiles after an initial full compile).
Does constructive solid geometry calculations to the map, effectively breaking up complex brushes into simpler polygons, and makes 4 hull files for HLBSP to use. It replaces qcsg.exe from the original compile tools.
Generates the BSP trees for the map and creates a runnable BSP. It replaces qbsp2.exe from the original compile tools.
Generates the visibility matrix (specifies which polygons the player can't or might be able to see) for the map and helps speed up its rendering. It replaces vis.exe from the original compile tools.
Generates and applies all lighting effects for the map, such as light entities and the sky, and makes it look good. This is usually the slowest of the four tools to run. It replaces qrad.exe from the original compile tools.
Ok, these will be good for now, time to get started on the mean stuff.
Start up VHE, and choose to set up the game configuration file. Name the configuration zp, and for the game data file specify zombo.fgd in your ZP folder.
do not ever touch build configurations
Next, we need to add some texture files. Before we can do that, we need to use GCFScape to grab those wad files. Open up GCFScape and go to options->check volatile access. This will prevent some bugs. (make sure you aren't running HL or any hl mods.) Navigate to your steam/steamapps/ folder. Open up half-life.wad. A GCF directory should come up. Navigate to the valve folder. Now select these wads (all).
And extract them to your ZP folder. (right click)
Now, back to the hammer editor. Go to the textures tab and add those wad files that you just extracted.
Congratulations, you have set hammer up.
Now for the batch compiler and the ZHLT compile tools.
I recommend this tutorial.
However, you could read mine.
The batch compiler is a frontend for the ZHLT compile tools. They allow you to more easily achieve what you need instead of using a command line. Why not use the Hammer compile frontend? For one, Hammer has a crappy frontend. Number two, Hammer takes up valuable memory you could be using to compile your map. When you use the batch compiler, it creates a batch file for you which runs all the commands required to compile your map. Also, you can close it after you press the start button.
Open up the batch compiler and on the menu, go to specifications->zoner tools normal.
For now, select these options. These are high quality options but you will still compile your maps quickly (since you will be making n00b maps for now).
Now, go to options->setup, and enter in the paths where you installed the ZHLT compile tools.
Now save. Don't lose this.
To compile, just select the map file in the Batch Compiler. It must be in .map format. If you don't know how to make it a .map, just export as .map in Hammer. To test it, just put it in your zp/maps folder and create new game and select it. To run around in it, type sv_testmode 1 in console.
info_player_team1 = human
info_player_team2 = zombie
info_player_observer = observer
Now you have to get started using the tools. This is a lot of text for me to write, and the HL community has produced more useful information than I ever can, so this is a good time to reference.
The mapping glossary
Construction of maps
ahh your first map necessary easy
READ FROM STEP 2 ONLY
scrolling textures advanced
lights, lighting, and more lights moderate
creating complex geometry advanced
using lights.rad for more advanced lighting moderate
rotating doors easy
sliding doors easy
tips for mapping
10 most common pitfalls of mapping
long compile times?
7 tips for better mapping
The uber-compilation of mapping errors and solutions/debugging
another great source
Having problems with leaks?
the advanced hint brush
Originally posted by tommy14
leak finding methods
there are more than 7 ways to find leaks. But not all are useful in all situations.
1. easiest if you can run VHE 3.5 editor, is to compile CSG/BSP only, then import the points file into the editor. for more on that, see the VHE 3.5 version thread. however you can also load the pointfile into VHE3.4 or WC 3.3, but it does not work so well.
1b. one improvement for VHE 3.4 or WC 3.3 in editor leak finding is to edit the point file with wordpad, removing all but the first and last points. this tends to make a straight line - much easier to read, but far less exact.
2. second easiest and most common leakfinder is to open the map in play and load in the pointfile in console with "particles 50000". You will then see a dotted line in your level that bounces around like crazy! Just follow it, and the point where it leaves the level is where the leak is happening. for more info goto JCJQ leak error page.
3. There is a handy program called "Leakmarker" (v0.1). It reads your pts-files and draw boxes around leaks, so you can find leaks by ease. Download Leakmarker v0.1! however this program has been known to fail in some cases. don't get stuck on it too much.
4. the purple/red brush leakfinding method also comes from JCHQ leak error page. basicly you skybox around your level with with brushes with red texture lighting. this plugs the leaks temp, and will give a red light showing thru any leak area. do NOT keep the skybox afterward!
4b. another editor version is to use the 3d view with red/purple brush skybox. don't compile, but use the 3d color view and cruise your level looking for red/purple thru the cracks. do NOT keep the skybox afterward!
5. some recommend the the BIG BRUSH method, such as the Snark Pit, although i don't find it so great for multi leaks. best for teeeny leaks or weird ones. brush covers 1/2 map, either leak or no. then 1/4 where you think problem is. then 1/8, 1/16, 1/32. by then you should have a good idea.
however sometimes even the big brush method will not help if there is an entity buried in a brush, or outside the map somehow. be aware of that.
6. if you have really complex architecture, there is the skyboxing/wireframe 2 method developed by ComCray at the Collective - a lot like purple brush, but using wireframe to see if you can see the skybox polys instead of looking for a purple face. better for teeeny multiple leaks. do NOT keep the skybox afterward!
7. ComCray also developed the visgrouping method over at the collective too. this was again for some complex architecture that developed a leak. in what you think is the problem area, visgroup the brushes/blocks that are the outside "border" into one group. make all of them a bright color so they show up well.
now set one screen into 3-D flat view mode and size it to full-screen (shift+z).
When you move around the leak area in the one screen you may see some flickering here and there, sometimes the flickering will be a visible seam which stays in view for a a few seconds. That's where the leak is.
What happens is that the screen renderer tries to light up the side of a brush which should actually be covered by the brush next to it.