This article's documentation is for the "GoldSrc" engine. Click here for more information.

HLBSP: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 1: Line 1:
{{cleanup}}
HLBSP - Compiler program. It'senerates the [[BSP]] trees for the map and creates a runnable [[BSP]]. It replaces [[QCSG]]/[[CSG]] (qbsp2.exe) from the original compile tools.  
HLBSP - Compiler program. It'senerates the [[BSP]] trees for the map and creates a runnable [[BSP]]. It replaces [[QCSG]]/[[CSG]] (qbsp2.exe) from the original compile tools.  



Revision as of 12:26, 15 June 2023

HLBSP - Compiler program. It'senerates the BSP trees for the map and creates a runnable BSP. It replaces QCSG/CSG (qbsp2.exe) from the original compile tools.

Commands

  • -leakonly
    • Run BSP only enough to check for LEAKs.
      • If you already know a map has a leak, this is a good option to just save some time in HLBSP and just generate the pts file.
  • -noopt
    • Skip plane optimization on output.
      • HLBSP version p14 and later automatically removes unused planes when writing the output BSP. This switch turns off that behavior.
  • -maxnodesize #
    • Sets the maximum portal node size.
      • This option tweaks the maximum size of a portal node. Setting it smaller will bsp the world into smaller chunks at the cost of higher r_speed values, but it can pay itself back in many cases with making vis either faster, or more accurate, or both.
  • -noclip
    • Don't process the clipping hull (not for final runs).
      • This is a continuation of the -noclip option in HLCSG. In this case it tells HLBSP that HLCSG was compiled with -noclip and to not attempt to BSP the collision hulls as they are not present in the bsp.
  • -nofill
    • Don't fill outside (will mask LEAKs) (not for final runs).
      • This step causes filling to not be performed, which will cause all the faces on the outside of the map to not be discarded. It is probably a bad idea to rad a map that has been compiled this way, though vis should run normally.
  • -nonulltex
    • Disables NULL texture stripping.
  • -notjunc
    • Don't break edges on t-junctions (not for final runs).
      • This is a development/debugging option that should not be set in normal use.
  • -subdivide #
    • Sets the face subdivide size.
      • Faces in Half-Life are subdivided by this value (in units). The default is 240, and it should never need to be set lower (as it just increases r_speed values). Setting the value higher may cause problems in software mode. If in doubt, leave at the failsafe default value of 240.