No offense to the people that created the sticky thread Ultimate BSP but some info in that thread for set up of VHammer is incorrect and a few key things have been omitted. I would still use that set of instructions to set up VHE3.4 but use this addendum sheet below along with it as I have found some discrepancies as follows
#1 Re: VHE3.4 INSTALL
After you download VHE34 DO NOT install to the default directory that it attempts - The compiler will blow up on BSP creation and in File Copy operation due to Long File Name issues with vhe RUN compiler, regardless of the checkbox in the run options that says "use long file names". I made a D:\VHE34 directory to install the app to, and a D:\VHEMAPS to send my compiled bsp files to. Remember 8 characters or less for the dirs and the files you create when using VHE.
#1A GET ZONER HL TOOLS - LATEST FGD - HALFLIFE.WAD
Get Zoner HL Tools like instructed and unzip to tools directory. These exe's replace the Q...exe's which have problems. If you have halflife the game, find the HALFLIFE.WAD file and COPY it to the TOOLS directory under your VHE install, where you unzipped the zoner tools. Find online the latest FGD file HALFLIFE_3X.FGD (sorry I don't remember where-I found it in my journeys) and put it in the FGD Directory
#2 THE RMF FILE DESTINATION
The RMF box should point to your maps directory under your install directory. This is NOT the same as to where you will put your Compiled bsp files.
#3 THE COMPILED MAPS DESTINATION
This is the location for the output files. See my advice in step 1 and remember no long dir names.
#4 SETTING UP COMPILER EXE'S
This relates to the part of the instructions that starts off "Finally we will have to configure the compiler section..."
I found this part of the instructions tricky to follow and partially incorrect. I will translate.
In order to compile a map your building into a BSP you need to let VHE what compilers to use for the 4 processes (CSG,BSP,VIS,RAD). The one's you need to use are the zoner hl tools you unzipped earlier. If you look at that dir now you'll see (among other things) 8 exe files, 4 that are named Q...exe, and four named HL...exe. The HL ones are the ones to point VHE to. Set up the tab to point to the HL exe's and you'll be ok.
#5 CMD AND PARAM SWITCHES for RUN/EXPERT
Your RUN/EXPERT screen needs a total of 6 entries that you create in the list. BEFORE YOU DO ANYTHING that the instructions say, click the combo drop down list and select HALFLIFE(FULL) instead of your named DBPro(or whatever you named it) You'll see 7 entries. You need exactly the first six in your dbp setup. Unfortunately you can't just copy em over but there is still an easy way.
-Go into your DB set up in this RUN/EXPERT screen and follow the instructions I've been referring to to make the csg,bsp,vis,light commands but ignore placing params for now - DO NOT COPY PASTE FROM INSTRUCTIONS AS SLASHES ARE OMMITTED! You should now have 4 entries with no params. Switch back to HL(full) and select the first list item, on the right side of window copy from PARAM text box, switch back to your dbp setup, paste the params from hl into your params for your first four items (they are all the same).
Now make 2 Copy File Commands leaving the params blank. switch to HL(full) again get params from first Copy File Command and paste into your FIRST Copy File Command, Now go back to HL and get params for SECOND Copy File Command, switch back to your DB setup and Paste into your SECOND Copy File Params....check all 6 check boxes on and your done. Click GO to save the settings. Don't worry if it fails as you may not have you world ready to be compiled.
#6 TEST VHE COMPILER
Make a new project (RMF). Use a Box primitive and draw it in one of the views 8x8x8. Ok in the Tools dropdown menu choose HOLLOW option. When Input box pops up change 32 to 64 and click OK. On right of VHE IDE select the Texture dropdown and select the HALFLIFE.WAD (you can't use zhlt.wad in your settings as it has no usable textures-you'll get leaks if you try-trust me!), then pick any texture that looks like walls. With your box selected use Apply Texture button to apply texture, you should see the texture on the box in the Camera view port. If not click on empty area in Camera View and use View menu to set to 3D Texured Polygons. If your going to use this map in DBP you DON'T NEED A PLAYER START ENTITY but you DO NEED 1 LIGHT at least. Click ENTITY tool, on right of IDE under ENTITY Combo, you'll see another combo which lets you choose what kind of entity, SELECT LIGHT, now click once inside your box, MAKE SURE THE LIGHT IS WITHIN THE BOUNDS OF THE BOX FROM ALL THREE DIRECTIONS (top,side,front) When it is ok PRESS ENTER KEY. In the Camera View Fly inside your box, if you see a yellow light bulb icon you did the step correctly.
Now select RUN from File menu, Look at NORMAL scrren first and make sure CSG,BSP,RAD,VIS are all set to NORMAL. In EXPERT screen make sure everything looks as it did when you first set it up. click GO
The compiler should finish without errors
GOOD LUCK
HOPE THIS HELPS SOMEONE OUT AND SAVES THEM SOME TIME AS IT TOOK ME MANY HOURS OF TRIAL AND ERROR TO FIGURE ALL OF THIS OUT.
(If there is anything I forgot, or is unclear, or you get errors post in this thread and I will try to help)
PEACE
-RUST-