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Old 11-15-2003, 11:29 PM   #1
Registered: May 2003
Location: Lisbon Falls, Maine
Distribution: RH 8.0, 9.0, FC2 - 4, Slack 9.0 - 10.2, Knoppix 3.4 - 4.0, LFS,
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Talking Half-Life Mapping on Linux - HOWTO


Trickykid might end up throwing this in the 'Member success stories' forum, but I felt it was game related enough to belong here.

I am a mapper from way back, Quake 1 days, and mapping (specificially Half-Life and CS mapping) has been the one thing that has mandated that I keep a working Windoze install on my system. Worldcraft (sorry, Hammer), to my knowledge, does not run on Linux, period. Even with WineX 3.1 and the latest Wine CVS I have never made it work. However, QuArk does work on Linux, and QuArk handles Half-Life mapping quite nicely.

To my knowledge, a half-life linux mapping HOWTO does not exist. I am sure that I am not the first person to map on linux. If that's the case, then no one else has taken the time to list the steps necessary to make it all work. So I figured I'd throw this out there and see if maybe it will help a few people.

OK, first off, all of this will be done using Wine. I prefer Wine over WineX, but this is more for philosophical reasons, and I won't get into them here. This HOWTO is based on my experience, and I have only used Wine. I can only assume that WineX works, but I make no guarantees.

If you don't have Wine, you'll need to obtain it from I used Wine release 20030911. Of course, you will need Wine to be compiled with OpenGL support, both for QuArk to work properly, and for Half-Life to run properly. This is probably the best HOWTO I know of for compiling Wine with OpenGL support, and I am not going to take the time to re-write what has already been written. The HOWTO also explains how to install Half-life, but that should be pretty straight forward once Wine is installed. For mods like CS that require steam, Overflowed has written this HOWTO, and it should suffice.

After following the above tutorials, you should have a working Wine install with OpenGL compiled and functioning. The version of Quark that works best with Wine is version 6.3.0. The newest version, 6.4.0 alpha 1 does NOT work. Version 6.3.0 requires Python 1.5.x, so before installing QuArk, we must install Python. Ignore the link they give you to the minipy1.5b.exe, it will not install using Wine. You'll need the full python libs available at The version to DL is python 1.5.2, and the windows installer is available here. Save the file, cd to that directory, and then run the installer:

wine py152.exe

The install should be straight forward, the only funky thing that happened was that my gnome-terminal went beserk when the install finished. It didn't affect anthing though. Now, you can install quark. Save the file I linked to above, and then cd to that directory and run the installer:

wine quark_v6.3.0.EXE

and the quark install will start. Again, I had no problems at all here, and the install is very straight forward.

That's pretty much it. After getting QuArk up and running, I would DL and install Wally, and make sure you have the latest and greatest version of the GIMP for texture making.

A note regarding running QuArk. The only way I am able to run QuArk and Wally and have them function correctly is to cd into the install directory in a terminal and run the executables by hand. Example:
My Wine directories are located in my /home folder under Wine. So I have to:

cd /home/slight/Wine/C/QuArk\ 6.3/
wine QuArk.exe

to run QuArk and:

cd /home/slight/Wine/C/wally
wine Wally.exe

to run Wally.

Once QuArk is up and running, I would suggest Downloading and installing Zoner's Half-Life tools. This will give you 4 files needed for map compiling: hlcsg.exe, hlbsp.exe, hlvis.exe, and hlrad.exe. Throw all of these files in the same directory where you put QuArk, and then modify QuArk's settings to point to the files for compilation. They should be listed in the order that I have them listed above (i.e, csg runs, then bsp, then vis, and finally rad). Check the QuArk homepage for documentation on setting up your compile ang general mapping options and storage directories. For those of you familiar with Hammer or worldcraft, this should seem pretty straight forward.

NOTE: I did have to slightly modify the default setup, as for one reason or another when you run the GO! (textures+build+Half-Life) option under the Half-Life menu it will only do the csg portion of the compile. So you have to run the bsp, vis, and rad portions manually. From within a map in QuArk, click on Half-Life, customize menu. Click on the 'GO! (textures+build+half-life) option and uncheck all of the build tools except for hlcsg.exe (first build tool). Next, click on the &QBSP (bsp file creation) option, and uncheck the hlcsg.exe tool (first build tool), and leave it so that only the hlbsp.exe (2nd build tool) is checked. Double check that the &VIS (Visability list) option only has the 3rd build tool (hlvis.exe) checked, and that the &LIGHT (light projection) option only has the 4th build program (hlrad.exe) checked.

Now, when you need to compile a map all you do is click on the GO! textures+build+Half-Life) button under the half-life menu, and this will run hlcsg.exe. Then click on the &BSP button to build the bsp file, and then do vis and light (rad) and you should end up with a working yourmap.bsp in whatever directory you specified in QuArk's main options.

This should be enough to get you up and running. Hopefully I have not left any steps out. I did all this from memory, and my caffene buzz wore off hours ago, so no guarantees.

Of course, what HOWTO would be complete without a ScreenShot of some nice Half-Life Linux mapping action. You can also find this screen on the mapping forum at under the 'Mapping Challenge #2' post, along with an ongoing discussing about the making of cs_reloaded (unrelated to the Matrix movie).


Old 11-17-2003, 07:21 PM   #2
Registered: Nov 2003
Distribution: Mandrake 10.1/Solaris 10 (sparc)
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I had played around with mapping, but not running Windows made it kinda hard.

Think maybe I'll give it another go.


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