ericw-tools/qbsp.txt

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