Setting Up Wall Worm for Goldsource
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:
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. You can do that or set them manually in the global settings (as Wall Worm now allows you to set these manually).
* The global settings for WW have no UI to set the qlumpy.exe path. However, you can assign it manually. First launch the global settings in WW. Then run this command and browse for your qlumpy.exe file:
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
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.
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 the diffuse 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.
- The MDL Loader in Wall Worm currently does not load MDL files from Goldsource. This means that you can only preview props that are using WWMT Helpers when working with Goldsource.
- 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 and compiling levels, remember to exports MAP files. (While WW now supports exporting RMF files, only the MAP files work with the compiler.)
- The MAP exporter always includes the current map's name as a 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.)