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Vbsp also places [[Detail Props]] on appropriate surfaces in a map. | Vbsp also places [[Detail Props]] on appropriate surfaces in a map. | ||
There are various command-line options that can be used in combination with [[expert compile mode]], a batch file, or directly at a Windows command prompt. For a complete list, envoke <code>%sourcesdk%\bin\vbsp.exe</code> at the commmand prompt, with no other parameters. | |||
== | == Syntax == | ||
vbsp [options...] mapfile | |||
Example: | |||
%sourcesdk%\bin\vbsp.exe -onlyents sdk_trainstation_01 | |||
== | == Common options == | ||
; -v (or -verbose): Turn on verbose output (also shows more command-line options). Use without any other parameters. | |||
;-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. | |||
;-vproject <directory> : Override the VPROJECT environment variable. | |||
;-game <directory> : Same as -vproject. | |||
- | ==Other options== | ||
Run <code>%sourcesdk%\bin\vbsp.exe -v</code> to display these 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 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. | |||
;-keepstalezip : Keep the BSP's zip files intact but regenerate everything else. | |||
;-xbox : Enable mandatory xbox options | |||
;-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 | |||
== See also == | |||
* [[Vrad|VRAD]] | |||
* [[Vvis|VVIS]] | |||
* [[Map Compiling Theory]] | |||
* [[Decompiling Maps]] | |||
[[Category:Tools]] | [[Category:Tools]][[Category:Level Design]][[Category:Glossary]] | ||
[[Category:Level Design]] | |||
[[Category:Glossary]] |
Revision as of 19:05, 28 November 2006
A compiling tool that creates the BSP (Binary Space Partition) file that will be your map. Can be run by itself to create a (test) map, but the additional use of the other two tools (vvis and vrad) is recommended for release maps.
Vbsp also places Detail Props on appropriate surfaces in a map.
There are various command-line options that can be used in combination with expert compile mode, a batch file, or directly at a Windows command prompt. For a complete list, envoke %sourcesdk%\bin\vbsp.exe
at the commmand prompt, with no other parameters.
Syntax
vbsp [options...] mapfile
Example:
%sourcesdk%\bin\vbsp.exe -onlyents sdk_trainstation_01
Common options
- -v (or -verbose)
- Turn on verbose output (also shows more command-line options). Use without any other parameters.
- -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.
- -vproject <directory>
- Override the VPROJECT environment variable.
- -game <directory>
- Same as -vproject.
Other options
Run %sourcesdk%\bin\vbsp.exe -v
to display these 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 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.
- -keepstalezip
- Keep the BSP's zip files intact but regenerate everything else.
- -xbox
- Enable mandatory xbox options
- -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