VBSP++: Difference between revisions
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== Differences == | == Differences == | ||
* Automatically reduces brushes and brushsides usage of the map by 10-30% ({{code|MAX_MAP_BRUSHES}}, {{code|MAX_MAP_BRUSHSIDES}}) | * Automatically reduces brushes and brushsides usage of the map by 10-30% ({{code|MAX_MAP_BRUSHES}}, {{code|MAX_MAP_BRUSHSIDES}}) | ||
* Automatically reduces planes usage of the map up to 40% if limit is hit (MAX_MAP_PLANES) | * Automatically reduces planes usage of the map up to 40% if limit is hit ({{code|MAX_MAP_PLANES}}) | ||
** If plane limit is exceeded, | ** If plane limit is exceeded, {{VRAD++|4.1}} must be used or lighting will be broken | ||
* No t-junction limit | * No t-junction limit | ||
* No detail prop limit | * No detail prop limit | ||
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* Added appid mounting in {{code|gameinfo.txt}} | * Added appid mounting in {{code|gameinfo.txt}} | ||
* Added support for mounting custom shaders in mods | * Added support for mounting custom shaders in mods | ||
* Added support for custom {{code|$ | * Added support for custom {{code|[[$surfaceprop]]s}} on clip brushes | ||
* Added {{ | * Added {{ent|func_detail_blocker}} (like newer VBSPs) | ||
* Added {{code|-blocksize}} (default is 1024) | * Added {{code|-blocksize}} (default is 1024) | ||
** Useful to compute visibility faster on open, large maps like surf (I recommend 2048) | ** Useful to compute visibility faster on open, large maps like surf (I recommend 2048) | ||
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* Added proper support for compiling power of 4 displacements (like CS:GO) | * Added proper support for compiling power of 4 displacements (like CS:GO) | ||
** Update: this is now reverted due to causing crashes on Linux servers. Slammin is also affected by this. | ** Update: this is now reverted due to causing crashes on Linux servers. Slammin is also affected by this. | ||
* Added {{ | * Added {{ent|parallax_obb}} entity support for mods that have parallax cubemaps | ||
* Added {{ | * Added {{ent|func_detail_illusionary}} (identical to {{ent|func_detail}} but non solid) | ||
* Added {{ | * Added {{codelink|%compileNoShadows}} | ||
* Added {{ | * Added {{ent|func_nobevel}} support | ||
* Added {{code|-nobevel}} (disables brushsides for all angled geometry. I do not recommend using this, use {{ | * Added {{code|-nobevel}} (disables brushsides for all angled geometry. I do not recommend using this, use {{ent|func_nobevel}} instead) | ||
* Added optimization to automatically disable vertex lighting for props with {{ | * Added optimization to automatically disable vertex lighting for props with {{codelink|$bumpmap}}/{{codelink|$phong}} | ||
** Reduces time spent in VRAD with {{code|-staticproplighting}} | ** Reduces time spent in VRAD with {{code|-staticproplighting}} | ||
* Added logging if FGD has parsing errors | * Added logging if FGD has parsing errors | ||
* Added warning if using {{ | * Added warning if using {{ent|info_lighting}} on dynamic entities | ||
* Added {{ | * Added {{codelink|%compileNoShadows}} support | ||
* Added support for high lightmap sizes (useful for games that support {{code|-maxlightmapdim}}) | * Added support for high lightmap sizes (useful for games that support {{code|-maxlightmapdim}}) | ||
* Added {{code|-nohdrcubemap}} to not write HDR cubemaps to BSP, useful if map is compiled in LDR only | * Added {{code|-nohdrcubemap}} to not write HDR cubemaps to BSP, useful if map is compiled in LDR only | ||
* Restored support for {{code|-maxlightmapdim}} and {{code|-defaultluxelsize}} parameters | * Restored support for {{code|-maxlightmapdim}} and {{code|-defaultluxelsize}} parameters | ||
* {{ | * {{ent|func_occluder}}, {{ent|func_areaportal}}, {{ent|func_viscluster}}, {{ent|func_nobevel}}, {{ent|parallax_obb}} no longer count towards the brush limit | ||
* Improved clarity of some warnings and removed useless ones | * Improved clarity of some warnings and removed useless ones | ||
* Fixed instances not collapsing correctly if FGD had unrecognized types | * Fixed instances not collapsing correctly if [[FGD]] had unrecognized types | ||
* Fixed smoothing groups not working on {{ | * Fixed smoothing groups not working on {{ent|func_detail}} | ||
* Fixed displacements not being rotated correctly in instances | * Fixed displacements not being rotated correctly in instances | ||
* Fixed occluders not being collapsed correctly in instances | * Fixed occluders not being collapsed correctly in instances | ||
Latest revision as of 04:16, 20 November 2025
VBSP++ is a community-made modification of Source's VBSP developed by ficool2.
Differences
- Automatically reduces brushes and brushsides usage of the map by 10-30% (
MAX_MAP_BRUSHES,MAX_MAP_BRUSHSIDES) - Automatically reduces planes usage of the map up to 40% if limit is hit (
MAX_MAP_PLANES)- If plane limit is exceeded,
VRAD++ must be used or lighting will be broken
- If plane limit is exceeded,
- No t-junction limit
- No detail prop limit
- Raised overlay limit to 1024 and internal entity limit to 16384
- Added appid mounting in
gameinfo.txt - Added support for mounting custom shaders in mods
- Added support for custom
$surfacepropson clip brushes - Added func_detail_blocker (like newer VBSPs)
- Added
-blocksize(default is 1024)- Useful to compute visibility faster on open, large maps like surf (I recommend 2048)
- Using a higher blocksize also reduces your vertex count, useful to circumvent vertex limit
- Added
-allowdynamicpropsasstatic(allows props without allowstatic in propdata to be used as static props) - Added proper support for compiling power of 4 displacements (like CS:GO)
- Update: this is now reverted due to causing crashes on Linux servers. Slammin is also affected by this.
- Added parallax_obb entity support for mods that have parallax cubemaps
- Added func_detail_illusionary (identical to func_detail but non solid)
- Added %compileNoShadows
- Added func_nobevel support
- Added
-nobevel(disables brushsides for all angled geometry. I do not recommend using this, use func_nobevel instead) - Added optimization to automatically disable vertex lighting for props with $bumpmap/$phong
- Reduces time spent in VRAD with
-staticproplighting
- Reduces time spent in VRAD with
- Added logging if FGD has parsing errors
- Added warning if using info_lighting on dynamic entities
- Added %compileNoShadows support
- Added support for high lightmap sizes (useful for games that support
-maxlightmapdim) - Added
-nohdrcubemapto not write HDR cubemaps to BSP, useful if map is compiled in LDR only - Restored support for
-maxlightmapdimand-defaultluxelsizeparameters - func_occluder, func_areaportal, func_viscluster, func_nobevel, parallax_obb no longer count towards the brush limit
- Improved clarity of some warnings and removed useless ones
- Fixed instances not collapsing correctly if FGD had unrecognized types
- Fixed smoothing groups not working on func_detail
- Fixed displacements not being rotated correctly in instances
- Fixed occluders not being collapsed correctly in instances
- Fixed missing texture cubemaps if skybox has mismatched side dimensions
- Fixed crash if an instance overflowed brush or brushsides limit
- Fixed crash if no surfaceprops were loaded
- Fixed bug where brushside count was varying depending on the CPU
Supported games
VBSP++ is currently available for all games on
Team Fortress 2 branch.
External links
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