---
title: "J.A.C.K. Editor Setup for CS 1.6 (Game Config, WADs, Compile Tools)"
excerpt: "Configure J.A.C.K. for Counter-Strike 1.6 from scratch: the game configuration, FGD, WAD texture list, compile tool paths and where compiled maps land."
category: "mapping"
tags: "jack, editor"
image: ""
read_time: "7 min read"
---
<p>J.A.C.K. (Jack's Awesome Config Kit) is the practical successor to Valve Hammer 3.5 for GoldSrc mapping — same workflow, but stable on modern Windows and Linux, native 64-bit, and far less crash-prone. Out of the box it knows nothing about Counter-Strike; you have to point it at the CS entity definitions, textures and compile tools yourself. Get this configuration right once and every map you build compiles with a single keypress.</p>
<h2>1. Open Game Configurations</h2>
<p>Go to <strong>Tools → Options → Game Profiles</strong> (called "Game Configurations" in some builds). Click <strong>Add</strong> and name the profile <code>Counter-Strike 1.6</code>. Everything below is set per-profile, so you can keep separate configs for CS, DoD and Half-Life without them colliding.</p>
<h2>2. Point it at the CS entity definitions (FGD)</h2>
<p>The FGD (Forge Game Data) file tells the editor which entities exist and what keyvalues they take — <code>func_bomb_target</code>, <code>func_buyzone</code>, <code>info_player_start</code> and the rest. Add the Counter-Strike FGD to the <strong>Game Data files</strong> list:</p>
<pre>Game Data files:
halflife-cs.fgd</pre>
<p>Without the CS FGD you only see generic Half-Life entities and cannot place bomb sites or buy zones. Use a CS 1.6 FGD, not the vanilla Half-Life one.</p>
<h2>3. Set directories and the game engine</h2>
<p>In the profile, fill the paths so the editor knows where the game lives and where output goes:</p>
<pre>Game Directory: ...\Steam\steamapps\common\Half-Life\cstrike
Mod Directory: ...\Half-Life\cstrike
Game Executable: ...\Half-Life\hl.exe
RMF/JMF directory: your working source-map folder
Map (.map/.bsp) directory: ...\Half-Life\cstrike\maps</pre>
<p>The Game Directory must be <code>cstrike</code> (not the parent <code>Half-Life</code> folder) or texture and model browsing points at the wrong content.</p>
<h2>4. Add the WAD texture files</h2>
<p>Textures live in WAD archives inside <code>cstrike</code>. Add the ones you intend to use to the profile's <strong>Textures</strong> list — at minimum the standard set:</p>
<pre>cstrike\halflife.wad
cstrike\cs_dust.wad
cstrike\itsitaly.wad
cstrike\torntextures.wad</pre>
<p>Only load the WADs you actually build with. Every WAD a map references gets baked into the compile via <code>-wadinclude</code> or auto-detection, and shipping unused WADs bloats the BSP. Keep the list lean and matched to the theme you are mapping.</p>
<h2>5. Configure the compile tools</h2>
<p>CS 1.6 uses the ZHLT/VHLT command-line compilers, not an internal one. In the profile's <strong>Build Programs</strong> tab, point each stage at the executable and set the output directory:</p>
<pre>Game executable: ...\Half-Life\hl.exe
CSG executable: ...\tools\hlcsg.exe
BSP executable: ...\tools\hlbsp.exe
VIS executable: ...\tools\hlvis.exe
RAD executable: ...\tools\hlrad.exe
Place compiled maps in this directory:
...\Half-Life\cstrike\maps</pre>
<p>Use the <a href="/tutorials/zhlt-vhlt-compile-parameters">Vluzacn VHLT</a> tools rather than the ancient original ZHLT — they fix real compile bugs and handle modern hardware. When you press <strong>F9</strong> to run the compile, the Run Map dialog lets you tick VIS/RAD and pass the flags from that same reference.</p>
<h2>6. Grid and view preferences</h2>
<p>Set a sane default grid before you draw anything. A 2D grid of 16 units with snap enabled keeps brushes aligned and prevents the off-grid vertices that cause <a href="/tutorials/fix-leak-in-hull-pointfile">leaks</a>. Configure this under <strong>2D Views</strong> and leave snap-to-grid on by default.</p>
<h2>Troubleshooting</h2>
<ul>
<li><strong>"Can't find WAD file" on compile</strong> — a texture in the map comes from a WAD not in your list, or the WAD path moved. Add it, or remove the offending texture.</li>
<li><strong>No CS entities in the entity menu</strong> — the CS FGD is not loaded, or you added a Half-Life FGD by mistake. Check the Game Data files list.</li>
<li><strong>Compile runs but the map does not launch</strong> — the Game Executable or Game Directory path is wrong, or output is not landing in <code>cstrike\maps</code>. Verify the "Place compiled maps" path.</li>
<li><strong>Textures show as solid black/checkerboard</strong> — the WAD list is empty or points at a missing file. Re-add the WADs from <code>cstrike</code>.</li>
<li><strong>Editor cannot find the compile tools</strong> — a Build Programs path is blank or points at a deleted file. Re-select each of the four executables.</li>
</ul>
<h2>Verification</h2>
<p>Build a single hollow room with one <code>info_player_start</code>, one <code>light</code> and a texture on every face, then press <strong>F9</strong> and run a full compile. A correct configuration produces a lit <code>.bsp</code> in <code>cstrike\maps</code> and, if you enabled "run game", launches CS on that map. If the compile completes but the map is dark or fullbright, revisit the tool paths and flags in the <a href="/tutorials/zhlt-vhlt-compile-parameters">compile parameters guide</a>. With the editor working, move on to <a href="/tutorials/make-your-first-cs16-map">making your first playable de_ map</a>.</p>