Difference between revisions of "VBSP"

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(Updated -allowdynamicpropsasstatic description to accurately reflect what it actually does)
m (slightly edited the list of things that this tool does, to match the other compile tool pages.)
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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''' 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:
+
VBSP will:
  
* convert [[brush]]es to polygons
+
* Convert [[brush]]es to polygons
* generate [[visleaf|visleaves]]
+
* Generate [[visleaf|visleaves]]
* generate [[detail props]]
+
* Generate [[detail props]]
* swallow most [[internal entity|internal entities]] into [[the world]]
+
* Swallow most [[internal entity|internal entities]] into [[the world]]
* replace [[$envmap|specular materials]] with [[patch]]ed versions that link to the nearest [[env_cubemap|cubemap]]
+
* Eeplace [[$envmap|specular materials]] with [[patch]]ed versions that link to the nearest [[env_cubemap|cubemap]]
* embed the [[entity block]]
+
* Embed the [[entity block]]
* {{csgo}} merge groups of [[prop_static|static props]] sharing the same [[VMT|material]]
+
* {{csgo}} Merge groups of [[prop_static|static props]] sharing the same [[VMT|material]]
  
 
While the resulting BSP file can be played directly it has no visibility control (poor performance) and no lighting.
 
While the resulting BSP file can be played directly it has no visibility control (poor performance) and no lighting.

Revision as of 08:47, 11 September 2020

Русский

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 will:

While the resulting BSP file can be played directly it has no visibility control (poor performance) and no lighting.

Bug.png Bug: In non-L4D branch games, .mdl files that have the IDST1 header will fail to load for VBSP, see VRAD's bugs.

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

Note.png Note: -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. -tmpout will cause the files will be written to \tmp instead.
-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.txt file
-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 any t-junctions.
-allowdetailcracks
Don't fixup t-junctions on func_detail.
-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.
Bug.png Bug: Causes VBSP to fail completely.
-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.
-forceskyvis
Enable vis calculations in 3D Skybox leaves.
-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
To do: 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.
-novirtualmesh
Fix Physics Entities fall through displacements at cost of bigger bsp size
-allowdynamicpropsasstatic (only in <Garry's Mod>)
Allow all models with the 'static' flag in the model viewer to be used on prop_static, even when their propdata doesn't contain 'allowstatic'.

Static Prop Combine (in all games since <Counter-Strike: Global Offensive>)

-StaticPropCombine
Merges static props together according to the rules defined in scripts/hammer/spcombinerules/spcombinerules.txt. This lowers the number of draw calls, increasing performance. It can also be used to lower the number of static props present in a map. See Static Prop Combine.
-StaticPropCombine_AutoCombine
Automatically generate static prop combine rules for props that VBSP deems should be combined.
Note.png Note: This does not write to spcombinerules.txt.
-StaticPropCombine_ConsiderVis
Instead of using the distance limit, combine all props in the group that share visclusters.
-StaticPropCombine_SuggestRules
Lists models sharing the same material that should be added to spcombinerules.txt.
-StaticPropCombine_MinInstances <int>
Set the minimum number of props in a combine group required to create a combined prop.
Tip.png Tip: Valve had this set to 3 for the new Dust 2.
-StaticPropCombine_PrintCombineRules
Confirm:Prints the combine rules? Hasn't been working for me.
-StaticPropCombine_ColorInstances
Confirm:Does this color the instances?
-KeepSources
Don't delete the autogenerated QCs and unpacked model files after finishing.
-CombineIgnore_FastReflection
Combine props, even if they have differing Render in Fast Reflections settings.
-CombineIgnore_Normals
Combine props, even if they have differing Ignore Normals settings.
-CombineIgnore_NoShadow
Combine props, even if they have differing Disable Shadows settings.
-CombineIgnore_NoVertexLighting
Combine props, even if they have differing Disable Vertex lighting settings.
-CombineIgnore_NoFlashlight
Combine props, even if they have differing Disable flashlight settings.
-CombineIgnore_NoSelfShadowing
Combine props, even if they have differing Disable Self-Shadowing settings.
-CombineIgnore_DisableShadowDepth
Combine props, even if they have differing Disable ShadowDepth settings.

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

To do: Add description about every output (WriteBSP, other)


See also