VBSP: Difference between revisions

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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.


=Options=
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.
Use these in combination with [[expert compile mode]] or a batch file:


==Common options (use -v to see all options)==
== Syntax ==
vbsp [options...] mapfile


-v (or -verbose): Turn on verbose output (also shows more command-line options).
Example:


*-onlyents : This option causes vbsp to only import the entities from the vmf-file. -onlyents won't reimport brush models.
%sourcesdk%\bin\vbsp.exe -onlyents sdk_trainstation_01
*-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==
== Common 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 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==
; -v (or -verbose): Turn on verbose output (also shows more command-line options). Use without any other parameters.
*-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. )
;-onlyents : This option causes vbsp to only import the entities from the vmf-file. -onlyents won't reimport brush models.
*-nolinuxdata : Force it to not write physics data for linux multiplayer servers, even if there are multiplayer entities in the map.
;-onlyprops : Only update the static props and detail props.
*-virtualdispphysics : Use virtual (not precomputed) displacement collision models
;-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.


'''See Also:'''
;-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).
[[Map Compiling Theory]]
;-verboseentities: If -v is on, this disables verbose output for submodels.
 
;-noweld : Don't join face vertexes together.
[[Decompiling Maps]]
;-nocsg : Don't chop out intersecting brush areas.
 
;-noshare : Emit unique face edges instead of sharing them.
[[Vrad|VRAD]]
;-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.
[[Vvis|VVIS]]
;-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

See also