Setting Up Wall Worm for Goldsource

Posted Aug 28, 2016
Last Updated Aug 28, 2016

Wall Worm started as a Source Engine pipeline. Late in the game Goldsource support was added into Wall Worm. However, the functions for setting Wall Worm up automatically via a GameConfig.txt file are not valid for Goldsource. This means you need to set it up yourself.

There are a few things to keep in mind. First is that the folder structure that Wall Worm generally expects is not how Goldsource installations are. This means that you may also need to copy some files into a new folder.

First, Wall Worm expects there to be some files inside your BIN folder:

  • studiomdl.exe
  • xwad.exe
  • qlumpy.exe

In the very latest versions of Goldsource that come with Steam, these files are not all inside one folder. For Wall Worm functions to work, you need to copy them into a single folder that will be your BIN Folder.

Goldsource Paths

To get the most efficient workflow from WW in Goldsource, you should set your Modelsrc and Materialsrc to the same directory.

Set the Mapsrc folder to the folder you want Wall Worm to write MAP files to.

Set the BIN directory to the folder with studimdl.exe, xwad.exe and qlumpy.exe. You can use your Tools folder or any other folder. The folder doesn't have to be named "bin" but needs to contain the expected files.

Your GameInfo directory should be to the path to your MOD. The paths for a couple common Goldsrc Mods:

  • CS1.6: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike
  • HL1: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve

And the Game EXE file should point to the executable to launch the game. At this time, WW will not automatically open maps in Goldsource, so the EXE path is not actually used.

The MatGen path should point to a folder where you plan on extracting images to with the XWad utility. For more information, see Importing WAD Files.

Other Settings

First, you must change the Engine setting to GoldSrc. This option is a drop-down menu under the Wall Worm logo in the global settings. This will force the VMF exporter to create MAP files, the SMD exporter to exclude options not available in Goldsrc, and to force the QC writer to use only known Goldsrc commands.

Goldsource conventions are a little different than in Source. One major difference is that there are no materials, only textures. Generally when using WW for Source, you should use the latest material naming conventions; for Goldsrc, however, you may find it a little easier to use the legacy settings. In your Global Settings, go to the Materials tab and turn on Legacy VTF and Legacy Mat Names. This way, the name of a bitmap file will determine a texture instead of the material name or the bitmap node in the material editor.

Also, turn off the Write Texture Transforms to VMT option. Goldsource does not use VMT files, so all texture transforms should be calculated in the face UVW of exported files.

More Considerations

  • When exporting materials for your models, make sure to keep the Model Path and Material Path identical. This will keep your BMP files in the same folders as the SMD and QC.
  • When exporting levels, remember that Wall Worm only exports MAP files (not RMF Files that Worldcraft made). This means that after you export your level, you need to open it in Hammer, save it as an RMF and compile from there.
  • The MAP exporter always designates the current map's name as the WAD file name. Remember this when using the WAD exporter.
  • Goldsource only permitted one bone per vertex. Remember this when using Skin on models. You should set the Bone Affect Limit in all Skin modifiers to 1 when working with Goldsrc.
  • When exporting a MAP file, you may want to make sure that the  Vertex and UV precision values are fairly low. For precision, you should keep the value to a number like 3-6. (These settings are in the latest level exporter.)