A command-line tool that compiles 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.
vbsp [options...] mapfile
%sourcesdk%\bin\vbsp.exe -onlyents sdk_trainstation_01
- -v (or -verbose)
- Turn on verbose output (also shows more command-line options). Use without any other parameters.
- This option causes vbsp to only import the entities from the vmf-file. -onlyents won't reimport brush models.
- Only update the static props and detail props.
- 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.
- Get rid of all detail geometry. The geometry left over is what affects visibility.
- Get rid of water brushes.
- Run as an idle-priority process.
- -vproject <directory>
- Override the VPROJECT environment variable.
- -game <directory>
- Same as -vproject.
%sourcesdk%\bin\vbsp.exe -v to display these options.
- Don't bring up graphical UI on vproject errors.
- Control the number of threads vbsp uses (defaults to the # of processors (times 2 for Hypertreading CPU's) on your machine).
- If -v is on, this disables verbose output for submodels.
- Don't join face vertexes together.
- Don't chop out intersecting brush areas.
- Emit unique face edges instead of sharing them.
- Don't fixup t-junctions.
- 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.
- Don't prune neighboring solid nodes.
- Don't merge together chopped faces on nodes.
- Don't merge together chopped faces on water.
- Don't subdivide faces for lightmapping.
- -micro <#>
- vbsp will warn when brushes are output with a volume less than this number (default: 1.0).
- Mark all detail geometry as normal geometry (so all detail geometry will affect visibility).
- 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.
- Force all surfaces to be bump mapped.
- 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.
- Dump static props to staticprop*.txt
- Write files with collision info.
- -luxelscale #
- Scale all lightmaps by this amount (default: 1.0).
- Force lightmaps to be generated for all surfaces even if they don't need lightmaps.
- Keep the BSP's zip files intact but regenerate everything else.
- Enable mandatory xbox optionsm (Can cause memory leaks on Windows with out applying the patch code to your mod found at SDK_Known_Issues_List)
- Substitute materials according to materialsub.txt in content\maps
- Write large minidumps on crash.
- 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. )
- Force it to not write physics data for linux multiplayer servers, even if there are multiplayer entities in the map.
- Use virtual (not precomputed) displacement collision models