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VBSP++

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VBSP++VVIS++VRAD++BSPZIP++

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Developer(s)
Initial release
Jun 28, 2025
Stable release
Jan 18, 2026
Operating system
Windows
Type
Map compiler
Target engine(s)
Source
Distribution
Freeware

VBSP++ VBSP++ is a community-made modification of Source's VBSP developed by ficool2.

Differences

  • Automatically reduces brushes and brushsides usage of the map by 10-30% (MAX_MAP_BRUSHES, MAX_MAP_BRUSHSIDES)
  • Automatically reduces planes usage of the map up to 40% if limit is hit (MAX_MAP_PLANES)
    • If plane limit is exceeded, VRAD++ VRAD++ must be used or lighting will be broken
  • No t-junction limit
  • No detail prop limit
  • Raised overlay limit to 8192 and internal entity limit to 65536
  • Increased maximum switchable lights from 32 to 96
  • -leaktest is now enabled by default, i.e. stops compile on leaks
    • Added -noleaktest to disable this behavior
  • Added AppID mounting in gameinfo.txt
  • Added support for mounting custom shaders in mods
  • Added support for custom $surfaceprops on clip brushes
  • Added support for compiling 4-way blends (for games that support it)
  • Added func_detail_blocker (like newer VBSP VBSPs)
  • Added -blocksize (default is 1024)
    • Useful to compute visibility faster on open, large maps like surf (I recommend 2048)
    • Using a higher blocksize also reduces your vertex count, useful to circumvent vertex limit
  • Added -allowdynamicpropsasstatic (allows any props to used as static props)

- Note that some props might work right with this, particularly props that aren't compiled with $staticprop

  • Added per-prop ambient occlusion toggle
    • To use, set disableambientocclusion 1 keyvalue on the entity
    • Does not work on HL2/Singleplayer BSPs due to older static prop format
  • Added proper support for compiling power of 4 displacements (like Counter-Strike: Global Offensive CS:GO)
    • Update: this is now reverted due to causing crashes on Linux Linux servers. Slammin' Source Map Tools Slammin is also affected by this.
  • Added parallax_obb entity support for mods that have parallax cubemaps
  • Added func_detail_illusionary (identical to func_detail but non solid)
  • Added %compileNoShadows
  • Added func_nobevel support
  • Added -nobevel (disables brushsides for all angled geometry. I do not recommend using this, use func_nobevel instead)
  • Added optimization to automatically disable vertex lighting for props with $bumpmap/$phong
    • Reduces time spent in VRAD with -staticproplighting
    • Use -showineligiblevertexlitprops to show what props were marked ineligible for vertex lighting
  • Added logging if FGD has parsing errors
  • Added -nonamefixup to disable default instance name prefixing with InstanceAuto
  • Added -singleplayer option to compile maps for HL2 (SDK13 Singleplayer) BSP format
  • Added warning if using info_lighting on dynamic entities
  • Added %compileNoShadows support
  • Added support for compiling lightmaps on Water if $lightmapwaterfog is set (for mods that support it)
  • Added support for high lightmap sizes (useful for games that support -maxlightmapdim)
  • Added support for saving enablelightbounce flag for static props
  • Added support for reading decimal values from face lightmap scales
  • Added -nohdrcubemap to not write HDR cubemaps to BSP, useful if map is compiled in LDR only
  • Added -nobump (disables bumpmap lightmaps on all faces)
  • Added -maxluxelscale (clamps maximum luxel scale, default is no limit)
  • Added -report_search_paths to list current search paths for debugging
    • -leaktest will now stop on areaportal leaks
  • Restored support for -maxlightmapdim and -defaultluxelsize parameters
  • func_occluder, func_areaportal, func_viscluster, func_nobevel, parallax_obb no longer count towards the brush limit
  • Improved clarity of some warnings and removed useless ones
  • Fixed instances not collapsing correctly if FGD had unrecognized types
  • Fixed instance names prefixed with ! being remapped
  • Fixed remapped instance I/O always using ESC separators (fixes HL2 compatibility)
  • Fixed smoothing groups not working on func_detail
  • Fixed displacements not being rotated correctly in instances
  • Fixed occluders not being collapsed correctly in instances
  • Fixed missing texture cubemaps if skybox has mismatched side dimensions
  • Fixed crash if an instance overflowed brush or brushsides limit
  • Fixed crash if instance name was too long
  • Fixed crash if no surfaceprops were loaded
  • Fixed bug where brushside count was varying depending on the CPU

Supported games

VBSP++ is currently available for all games on Team Fortress 2 branch Team Fortress 2 branch, as well as Garry's Mod Garry's Mod (64-bit only).

The older BSP format used by Source 2013 Singleplayer Source 2013 Singleplayer games is also supported via the -singleplayer argument, but the compilers need to be installed to a supported 64-bit game such as Source SDK Base 2013 - Multiplayer Source SDK Base 2013 - Multiplayer or Garry's Mod Garry's Mod.

Note.pngNote:Any features which require Static prop flags greater than 0xFF are unavailable when compiling for the singleplayer format, as the static prop lump used by the older format only supports 8 bits of flags, instead of 32.
Todo: Guide on setting up Tools++ for Source 2013 Singleplayer.

External links