VBSP++: Difference between revisions
Jump to navigation
Jump to search

Adidores1054 (talk | contribs) |
Adidores1054 (talk | contribs) No edit summary |
||
| (One intermediate revision by the same user not shown) | |||
| Line 9: | Line 9: | ||
|developer = [[User:ficool2|ficool2]] | |developer = [[User:ficool2|ficool2]] | ||
|initial_release = Jun 28, 2025 | |initial_release = Jun 28, 2025 | ||
|stable_release = | |stable_release = Dec 9, 2025 | ||
|type = Map compiler | |type = Map compiler | ||
|distribution = Freeware | |distribution = Freeware | ||
| Line 44: | Line 44: | ||
** 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 {{code|-nonamefixup}} to disable default instance name prefixing with {{code|InstanceAuto}} | |||
* Added warning if using {{ent|info_lighting}} on dynamic entities | * Added warning if using {{ent|info_lighting}} on dynamic entities | ||
* Added {{codelink|%compileNoShadows}} support | * 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 support for saving {{code|enablelightbounce}} flag for static props | |||
* 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 | ||
| Line 57: | Line 59: | ||
* Fixed missing texture cubemaps if skybox has mismatched side dimensions | * Fixed missing texture cubemaps if skybox has mismatched side dimensions | ||
* Fixed crash if an instance overflowed brush or brushsides limit | * Fixed crash if an instance overflowed brush or brushsides limit | ||
* Fixed crash if instance name was too long | |||
* Fixed crash if no surfaceprops were loaded | * Fixed crash if no surfaceprops were loaded | ||
* Fixed bug where brushside count was varying depending on the CPU | * Fixed bug where brushside count was varying depending on the CPU | ||
Latest revision as of 15:05, 10 December 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
-nonamefixupto disable default instance name prefixing withInstanceAuto - 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 support for saving
enablelightbounceflag for static props - 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 instance name was too long
- 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
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||