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| A compiling tool that creates the [[BSP]] (Binary Space Partition) file that will be your map. Can be run by itself to create a basic map, use of the other 2 tools is recommended for maximum performance and result. | A compiling tool that creates the [[BSP]] (Binary Space Partition) file that will be your map. Can be run by itself to create a basic map, use of the other 2 tools is recommended for maximum performance and result. | ||
| =Options= | |||
| Use these in combination with [[expert compile mode]] or a batch file: | |||
| ==Common options (use -v to see all options)== | |||
| -v (or -verbose): Turn on verbose output (also shows more command-line options). | |||
| *-onlyents : This option causes vbsp to only import the entities from the vmf-file. -onlyents won't reimport brush models. | |||
| *-onlyprops : Only update the static props and detail props. | |||
| *-glview : Writes .gl files in the current directory that can be viewed with glview.exe. If you use -tmpout, it will write the files into the \tmp folder. | |||
| *-nodetail : Get rid of all detail geometry. The geometry left over is what affects visibility. | |||
| *-nowater : Get rid of water brushes. | |||
| *-low : Run as an idle-priority process. | |||
| *-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. ) | |||
| *-vproject <directory> : Override the VPROJECT environment variable. | |||
| *-game <directory> : Same as -vproject. | |||
| ==Other 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 CPU's) on your machine). | |||
| *-verboseentities: If -v is on, this disables verbose output for submodels. | |||
| *-noweld : Don't join face vertices 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 behaviour. | |||
| *-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. | |||
| *-nolinuxdata : Force it to not write physics data for linux multiplayer servers, even if there are multiplayer entities in the map. | |||
| *-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. | |||
| *-keepstalezip : Keep the BSP's zip files intact but regenerate everything | |||
| else.  | |||
| ---- | ---- | ||
Revision as of 08:37, 1 July 2005
A compiling tool that creates the BSP (Binary Space Partition) file that will be your map. Can be run by itself to create a basic map, use of the other 2 tools is recommended for maximum performance and result.
Options
Use these in combination with expert compile mode or a batch file:
Common options (use -v to see all options)
-v (or -verbose): Turn on verbose output (also shows more command-line options).
- -onlyents : This option causes vbsp to only import the entities from the vmf-file. -onlyents won't reimport brush models.
- -onlyprops : Only update the static props and detail props.
- -glview : Writes .gl files in the current directory that can be viewed with glview.exe. If you use -tmpout, it will write the files into the \tmp folder.
- -nodetail : Get rid of all detail geometry. The geometry left over is what affects visibility.
- -nowater : Get rid of water brushes.
- -low : Run as an idle-priority process.
- -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. )
- -vproject <directory> : Override the VPROJECT environment variable.
- -game <directory> : Same as -vproject.
Other 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 CPU's) on your machine).
- -verboseentities: If -v is on, this disables verbose output for submodels.
- -noweld : Don't join face vertices 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 behaviour.
- -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.
- -nolinuxdata : Force it to not write physics data for linux multiplayer servers, even if there are multiplayer entities in the map.
- -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.
- -keepstalezip : Keep the BSP's zip files intact but regenerate everything
else.
See Also: