98 lines
3.7 KiB
Plaintext
98 lines
3.7 KiB
Plaintext
NAME
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qbsp
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SYNOPSIS
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qbsp [OPTION]... SOURCFILE [DESTFILE]
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DESCRIPTION
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qbsp is a tool used in the creation of maps for the game Quake.
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qbsp takes a .map file as input and produces a .bsp file playable in
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the Quake engine. If the DESTFILE argument is not supplied, the
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output filename will be chosen by stripping the file extension (if any)
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from SOURCEFILE and appending the .bsp extension.
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OPTIONS
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-nofill Doesn't perform outside filling
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-noclip Doesn't build clip hulls
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-onlyents Only updates .map entities
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-verbose Print out more .map information
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-noverbose Print out almost no information at all
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-splitspecial Doesn't combine sky and water faces into one large face
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-transwater Computes portal information for transparent water
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-transsky Computes portal information for transparent sky
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-oldaxis Uses original qbsp texture alignment algorithm
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-bspleak Creates a .por file, used in the BSP editor
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-oldleak Create an old-style QBSP .PTS file (default is new)
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-nopercent Prevents output of percent completion information
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-leakdist [n] Space between leakfile points (default 2)
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-subdivide [n] Use different texture subdivision (default 240)
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-wadpath <dir> Search this directory for wad files (default is cwd)
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DETAIL BRUSH SUPPORT
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This version of qbsp supports detail brushes which are similar
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in concept to Quake 2's detail brushes.
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To be compatible with existing Quake 1 mapping tools, detail brushes
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can be added by creating an entity with classname "func_detail". When
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qbsp reads the map file, it will add any brushes included in a
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func_detail entity into the worldspawn as details and remove the
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func_detail entity. Any number of func_detail entities can be used
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(useful for grouping) and all included brushes will be added to the
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worldspawn.
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Here is an example entity definition suitable to add the the .QC files
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used by BSP Editor:
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/*QUAKED func_detail (0.5 0.5 0.9) ?
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Detail brushes add visual details to
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the world, but do not block visibility.
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func_detail entities are merged into
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the worldspawn entity by the qbsp compiler
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and do not appear as separate entities in
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the compiled bsp.
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Similarly for WorldCraft in .FGD format (untested):
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@SolidClass color(128 128 230) = func_detail: "Detail" []
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What should be written to the .map file is a simple entity with one or
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more brushes. E.g.:
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{
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"classname" "func_detail"
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{
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( -176 80 0 ) ( -208 80 0 ) ( -208 48 0 ) COP1_1 0 0 0 1.0 1.0
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( -192 -80 64 ) ( -208 -80 0 ) ( -192 -64 64 ) COP1_1 0 0 0 1.0 1.0
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( -176 -80 0 ) ( -192 -80 64 ) ( -176 -64 0 ) COP1_1 0 0 0 1.0 1.0
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( -16 48 0 ) ( -16 64 64 ) ( 0 48 0 ) COP1_1 0 0 0 1.0 1.0
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( -16 64 64 ) ( -16 80 0 ) ( 0 64 64 ) COP1_1 0 0 0 1.0 1.0
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}
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}
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When qbsp detects detail brushes, it outputs a modified portal file
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format with the header PRT2 (default is PRT1). This portal file
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contains extra information needed by vis to compute the potentially
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visible set (PVS) for the map/bsp. So you will also need a vis util
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capable of processing the PRT2 file format.
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AUTHOR
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Written by Kevin Shanahan (aka Tyrann)
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Based on source provided by id Software and Greg Lewis
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http://disenchant.net
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REPORTING BUGS
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Please send bug reports to tyrann@disenchant.net.
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Improvements to the documentation are welcome and encouraged.
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COPYRIGHT
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Copyright <20> 2013 Kevin Shanahan
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Copyright <20> 1997 Greg Lewis
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Copyright <20> 1997 id Software
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License GPLv2+: GNU GPL version 2 or later
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<http://gnu.org/licenses/gpl2.html>.
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This is free software: you are free to change and redistribute it.
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There is NO WARRANTY, to the extent permitted by law.
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SEE ALSO
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light, vis, quake.
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