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How do I setup CS1.6 mapping on linux?

  • DefaultAccountName
  • May 15, 2026 at 6:13 AM
  • DefaultAccountName
    • May 15, 2026 at 6:13 AM
    • #1

    I am open to both trenchbroom and J.A.C.K or any other mapping software, I cannot get either set of programs to properly compile maps/jmfs into .bsps I apologize if this is the wrong subforum as iven't used this site before

  • zlatan24
    • November 2, 2026 at 6:43 AM
    • #2

    Not the wrong subforum at all. I went through the same thing a while back, so here's what got it working for me:

    1. Editor: TrenchBroom runs natively on Linux and supports Half-Life/CS 1.6 (pick the Half-Life game config, Valve 220 map format). J.A.C.K. also has a Linux build if you prefer the Hammer-style layout.
    2. Compilers: most people use VHLT (hlcsg, hlbsp, hlvis, hlrad). They're Windows builds, but they run fine through Wine. In TrenchBroom's Compile window, make a profile that calls wine with the full path to each tool, in that order.
    3. The usual reason compiles fail on Linux is the WADs. The .map stores the WAD paths, and if they're Windows-style paths or the case doesn't match (halflife.wad vs HALFLIFE.WAD), hlcsg can't find the textures. Keep the WADs in one folder with lowercase names and point the game config at that folder.
    4. Read the .log file the compilers write next to the map. It tells you exactly which step failed and why, which is a lot faster than guessing.

    Start with a simple box room with one light and an info_player_start to confirm the whole pipeline works before you build anything real.

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