VBSP
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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.
- Template:CSGO add
- Merges prop_statics together to form one static prop. This is a way to keep the number of static props present in a map down. See
scripts/hammer/spcombinerules/spcombinerules.txtfor examples of how it works. - Template:CSGO add
- Todo: Find out what this does. Valve usually has this set along with -StaticPropCombine.
- Template:CSGO add
Confirm:Minimum amount of grouped up static props needed to start combining them together? Valve had this set to 3 for the new Dust 2.
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
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