User:SirYodaJedi/YBSP
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Note:The only features from Mapbase 7.2's VBSP which are missing from YBSP are related to vscript integration; see GitHub issue.
SirYodaJedi/YBSP | |
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Development On Hold | |
Type | Open source Third Party Tool |
Developers | SirYodaJedi, Open source contributors to Mapbase |
Engine | ![]() |
Based on | ![]() |

This is a draft user page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Remember to check for any notes left by the tagger at this article's talk page.
YBSP ("Yui's BSP") is an upcoming fork of VBSP for , with almost all of
VBSP's features, plus additional features.
It can also be used for
by running from a
game's bin folder.
It is currently on hold as its developer determines how best to upgrade to the Team Fortress 2 branch codebase.
Features
New features
- Allow %CompileNoChop, %CompileNoLight, and %CompileNoShadows to be used alongside other material map compile flags
- New %Contents_* and %Surf_* VMT compile flags, which are parsed last, and allow explicitly setting BSP flags. Only use if you know what you are doing.
Note:Several contents flags will require being used alongside %Contents_Empty to have the desired effect.
- %CompileDebris, which (should) block bullets and VPhysics, but allow QPhysics to pass through. Useful for stairs.
- Add func_group. This currently acts the same as grouping world brushes with Ctrl+G, but additional functionality is planned.
Important:
Hammer++'s lighting preview will inaccurately show the brushes as not casting shadows unless the vrad_brush_cast_shadows KV is set to 1. To work around this issue, the FGD that will ship with YBSP will have 1 set as the default value.
- Rename info_null entities to _null, preventing vanilla game code from treating them as edicts for the first tick.
- Replicate %CompileTeam from
, for mods that wish to use those flags for their own purposes.
- Write spawnflags from prop_static/propper_model directly to the static prop lump entry. This allows YBSP to be used with custom VRAD forks that add additional static prop flags without explicitly adding support for them.
- Strip entities with names starting with propper_ by default, reducing the size of entity lump. This behavoir can be reverted with -keeppropperentities.
- %CompilePush_X, %CompilePush_Y, and %CompilePush_Z, which push QPhysics entities on the specified axis (in supported games). Any positive value will push on the axis in the positive direction, and any negative value will push on the axis in the negative direction. Speed is always the same, and the flags can be combined to move in diagonals. Designed for flowing water currents.
Warning:Loading a map using these flags in a
Portal 2-based or
Counter-Strike: Global Offensive based game may result in the surface acting like paint, grenade clips, or drone clips.
- Uncommented -maxlightmapdim and -defaultluxelsize parameters, making them usable.
- -maxlightmapdim <float> - Maximum size an individual brush face's lightmap is allowed to be before being automatically subdivided. If this exceeds 32 (default), a warning will be printed about it being incompatible with vanilla engine branches.
- -defaultluxelsize <float> - Luxel scale to use if luxel scale is 0 or absent. Default 16.
- Explicitly supports enablelightbounce KV on static props when using
VRAD. This behavior can be disabled with -nogmodcompat parameter.
From Mapbase

- Thread limit increased to 32.
- Removed warnings for occluders straddling multiple brushes, as this is believed to have only been a problem in 2004-2006 versions of Source.
- Fixed func_detail smoothing groups (from ValveSoftware/source-sdk-2013 #391).
- Applied various manifest fixes (from DeathByNukes/source-sdk-2013).
- Allowed all models with $staticprop to be used as prop_static (replicated from Slammin' Source).
- Parallax corrected cubemap support (from the VDC article).
- -leaktest enabled by default and replaced with a -noleaktest command (replicated from Slammin' Source).
Note:YBSP re-adds -leaktest as an inert parameter, to prevent it from stopping compilation.
- %CompileNoShadows command (replicated from Slammin' Source).
- Areaportal leaks terminate VBSP, just like regular leak testing (disabled when -noleaktest is used).
- Default cubemaps now longer generated by default; new -defaultcubemap command to reinstate behavior (was previously just -nodefaultcubemap, which was replicated from Slammin' Source).
- Raised limits based on research from ficool2:
- Raised maximum VBSP entities from 8192 to 65536 (Not in-game entities! This is for static props and other internal entities).
- Raised maximum VBSP overlays from 512 to 8192.
Note:Maximum VRAD worldlights is also raised to 65536, but this project does not touch VRAD itself, and as such will not include a custom VRAD build.
- propper_model can be treated as prop_static; this still requires running Propper beforehand.
- Fixed custom shaders not being lightmapped.
External links
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