VBSP: Difference between revisions
Jump to navigation
Jump to search
Note:
m (Add otherlang2 with link to russian translation) |
(Added "Console output" header + some another changes with headers) |
||
| Line 20: | Line 20: | ||
{{bug|<code>.mdl</code> files that have the <code>IDST1</code> header will fail to load for VBSP, see [[VRAD]]'s bugs.}} | {{bug|<code>.mdl</code> files that have the <code>IDST1</code> header will fail to load for VBSP, see [[VRAD]]'s bugs.}} | ||
== Syntax == | == Launch options == | ||
=== Syntax === | |||
vbsp [options...] vmf_file | vbsp [options...] vmf_file | ||
| Line 30: | Line 31: | ||
This will re-embed the entity block without affecting the world. | This will re-embed the entity block without affecting the world. | ||
== Common options == | === Common options === | ||
{{Note|<code>-onlyents</code> and <code>-keepstalezip</code> will mark the map as stale by embedding the file stale.txt into the BSP. Loading stale maps in the engine will cause a "This map is not final!!" warning message in the console.}} | {{Note|<code>-onlyents</code> and <code>-keepstalezip</code> will mark the map as stale by embedding the file stale.txt into the BSP. Loading stale maps in the engine will cause a "This map is not final!!" warning message in the console.}} | ||
| Line 56: | Line 57: | ||
: Embed the contents of <directory> in the packfile | : Embed the contents of <directory> in the packfile | ||
== Advanced options == | === Advanced options === | ||
{{ColumnBox|count=2| | {{ColumnBox|count=2| | ||
| Line 115: | Line 116: | ||
}} | }} | ||
== Nonfunctional Options == | === Nonfunctional Options === | ||
; <code>-linuxdata</code> | ; <code>-linuxdata</code> | ||
| Line 125: | Line 126: | ||
; <code>-xbox</code> | ; <code>-xbox</code> | ||
: Enable mandatory Xbox 1 optimisation. | : Enable mandatory Xbox 1 optimisation. | ||
== Console output == | |||
{{todo|Add description about every output (WriteBSP, other)}} | |||
== See also == | == See also == | ||
Revision as of 22:30, 28 May 2018
VBSP is the tool that compiles a raw VMF file into the Binary Space Partition format. It is generally followed by VVIS and VRAD.
VBSP does:
- convert brushes to polygons
- generate visleaves
- generate detail props
- swallow most internal entities into the world
- replace specular materials with patched versions that link to the nearest cubemap
- embed the entity block
While the resulting BSP file can be played directly it has no visibility control (poor performance) and no lighting.
Launch options
Syntax
vbsp [options...] vmf_file
For example:
"Half-Life 2\bin\vbsp.exe" -onlyents sdk_trainstation_01
This will re-embed the entity block without affecting the world.
Common options
-onlyents and -keepstalezip will mark the map as stale by embedding the file stale.txt into the BSP. Loading stale maps in the engine will cause a "This map is not final!!" warning message in the console.-v-verbose- Turn on verbose output (also shows more command-line options). Use without any other parameters.
-onlyents- Only import the entities from the VMF. Brushes and internal entities are not modified. Conserves existing lighting data.
-onlyprops- Only update static and detail props (i.e. the internal entities). Does not generate a .prt file, making VVIS fail!
-glview- Writes glview data to the VMF's directory.
-tmpoutwill cause the files will be written to\tmpinstead. -nodetail- Removes func_detail brushes. The geometry left over is what affects visibility.
-nowater- Get rid of water brushes.
-low- Run as an idle-priority process.
-vproject <directory>- Override the VPROJECT environment variable.
-game <directory>- Specify the folder of the
gameinfo.txtfile -embed <directory>- Embed the contents of <directory> in the packfile
Advanced options
-novconfig- Don't bring up graphical UI on vproject errors.
-threads- Control the number of threads vbsp uses (defaults to the # of processors (times 2 for Hypertreading/SMT CPU's) on your machine).
-verboseentities- If -v is on, this disables verbose output for submodels.
-noweld- Don't join face vertexes together.
-nocsg- Don't chop out intersecting brush areas.
-noshare- Emit unique face edges instead of sharing them.
-notjunc- Don't fixup t-junctions.
-noopt- By default, vbsp removes the 'outer shell' of the map, which are all the faces you can't see because you can never get outside the map. -noopt disables this behavior.
-noprune- Don't prune neighboring solid nodes.
-nomerge- Don't merge together chopped faces on nodes.
-nomergewater- Don't merge together chopped faces on water.
-nosubdiv- Don't subdivide faces for lightmapping.
-micro <#>- vbsp will warn when brushes are output with a volume less than this number (default: 1.0).
-fulldetail- Mark all detail geometry as normal geometry (so all detail geometry will affect visibility).
-leaktest- Stop processing the map if a leak is detected. Whether or not this flag is set, a leak file will be written out at <vmf filename>.lin, and it can be imported into Hammer.
-bumpall- Force all surfaces to be bump mapped.
-snapaxial- Snap axial planes to integer coordinates.
-block # #- Control the grid size mins that vbsp chops the level on.
-blocks # # # #- Enter the mins and maxs for the grid size vbsp uses.
-dumpstaticprops- Dump static props to staticprop*.txt
-dumpcollide- Write files with collision info.
-luxelscale #- Scale all lightmaps by this amount (default: 1.0).
-lightifmissing- Force lightmaps to be generated for all surfaces even if they don't need lightmaps.
-localphysx- Todo: Currently unknown.
-keepstalezip- Keep the BSP's zip files intact but regenerate everything else.
-replacematerials- Substitute materials according to materialsub.txt in content\maps
-FullMinidumps- Write large minidumps on crash.
Nonfunctional Options
-linuxdata- Force it to write physics data for linux multiplayer servers. ( It will automatically write this data if it finds certain entities like info_player_terrorist, info_player_deathmatch, info_player_teamspawn, info_player_axis, or info_player_coop. )
-nolinuxdata- Force it to not write physics data for linux multiplayer servers, even if there are multiplayer entities in the map.
-virtualdispphysics- Use virtual (not precomputed) displacement collision models
-xbox- Enable mandatory Xbox 1 optimisation.
Console output
Todo: Add description about every output (WriteBSP, other)
See also
| |||||||||||||||||||||||||||||