Application Summary:
This tool set is to help make your compile process to Half-Life 2 much faster and more efficient. There are currently two applications in this tool set. One to compile your .qc file . The other is to parse a directory you specify for .tga(s) then compile them to Half-Life 2 formats, assuming your mod paths are set up correctly for vtex.exe. This utility sets the shader mode to VertexlitGeneric. This tool also includes INI support, so it will save all your settings and paths. Making the program very fast to use after initial setup.
 
 
Install Instructions:
Setup is really simple just launch the .exe, during install point the install directory to your base max directory. After install is complete and you had max open, you will need to restart it, for the file to take effect. You will need to have Steam up to date and running when using these tools. I have installed an auto nag so you wont forget, and I wont get emails asking why it does not work.
 
 
How To Set To A Hotkey In Max:
Customize -> Customize User Interface
Change the Category to: HL2 Tools
Select “ HL2 Compiling Tools” then Hotkey the key you want
** IMPORTANT **
You will need steam running when using this script for it to work correctly.
You will have to restart max for the Script to work
The install file should place all the files in the correct spot, if not:
hl2_tools.mcr goes in \Max Directory\UI\MacroScripts\
hl2_tools.bmp goes in \Max Directory\UI\MacroScripts\
HL2Tools.ini in \Max Directory\plugcfg\
To Hotkey this tool in max:
Customize -> Customize User Interface
Change the Category to: HL2 Tools
Select “ HL2 Compiling Tools” then Hotkey the key you want
Compile .QC
This will compile your .QC files to work in HL2.
It will take a moment your first time launching the script to set it up. But after that it will save all your paths making the tool extremely fast and saving you from making tons of batch files.
StudioMDL Field:
This needs to point to studiomdl.exe. After you set it once setting will save and you should not have to fuss with it again.
Modification Directory Field:
This needs to point to your Mod directory in SteamApps\SourceMod\ folder . After you set it once setting will save and you should not have to fuss with it again. MAKE SURE YOU HAVE NO TRAILING BACKSLASH.
.QC Field:
This needs to point to the .qc file you want to compile. This should be the only field in the Compile .QC tool you should actively change after initial setup.
Compile Textures:
This will compile your .tga files to work in HL2.
It will take a moment your first time launching the script to set it up. But after that it will save all your paths making the tool extremely fast and saving you from making tons of batch files.
The tool is limited in the fact that it will parse a folder for .tga(s) then compile them with the shader set to VertexLitGeneric. Sorry this is all I support for right now, as this is the one MOST your compiles should be set to. If you have a special case or sprite, build your own batch file for that case.
VTEX Field:
This needs to point to vtex.exe. After you set it once setting will save and you should not have to fuss with it again. If you have not set up your mod stuff yet you should create a ‘materialsrc’ and ‘materials’ directory inside your mod directory. For example c:\hl2\mymod\materialsrc and c:\hl2\mymod\materials. The ‘materialsrc’ directory is where you should keep all of your original source content (your .tga’s). The materials directory is where Vtex will output all your .vmt’s and .vtf’s to. Of note is that if you create a subdirectory in the ‘materialsrc’ directory and also have that directory mirrored in your ‘materials’ directory, when you compile a .tga from that directory with Vtex it will automatically put the .vmt and/or .vtf into that directory. So for example if you make both c:\hl2\mymod\materialsrc\player and c:\hl2\mymod\materials\player, when you run Vtex on a file inside the materialsrc\player directory, the .vmt/.vtf will be exported into the materials\player directory. If you are not using the –mkdir Vtex argument, and the directories are not mirrored, you will get an error when using Vtex so make sure you have equivalent directories if you run into a problem.
TGA Directory Field:
this is the field that will parse the folder you set for .tga(s) then compile those textures with a shader setting of VertexLitGeneric. MAKE SURE TO HAVE A TRAILING BACKSLASH.
If you have any further questions please feel free to contact me.