From Valve Developer Community
- 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.
vbsp [options...] vmf_file
"%sourcesdk%\bin\orangebox\bin\vbsp" -onlyents sdk_trainstation_01
This will re-embed the entity block without affecting the world.
To find resources in GCF files, VBSP must be started in
%sourcesdk%\bin\orangebox\(or ep1 as the case may be). You can do this with the
cdcommand, or by setting the "Start In" value of a Windows shortcut. In Batch Compiler, set the BinRoot variable.
-keepstalezipwill 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.
- Turn on verbose output (also shows more command-line options). Use without any other parameters.
- Only import the entities from the VMF. Brushes and internal entities are not modified. Conserves existing lighting data.
- Only update static and detail props (i.e. the internal entities). Does not generate a .prt file, making VVIS fail!
- Writes glview data to the VMF's directory.
-tmpoutwill cause the files will be written to
- Removes func_detail brushes. The geometry left over is what affects visibility.
- Get rid of water brushes.
- Run as an idle-priority process.
- Override the VPROJECT environment variable.
- Specify the folder of the
- Embed the contents of <directory> in the packfile
- 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/SMT 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.
- 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.
- Scale all lightmaps by this amount (default: 1.0).
- Force lightmaps to be generated for all surfaces even if they don't need lightmaps.
- To do: Currently unknown.
- Keep the BSP's zip files intact but regenerate everything else.
- 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
- Enable mandatory Xbox 1 optimisation.