518 lines
17 KiB
ReStructuredText
518 lines
17 KiB
ReStructuredText
====
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qbsp
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====
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qbsp - Compile a Quake BSP file from a MAP source file
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Synopsis
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--------
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**qbsp** [OPTION]... SOURCFILE [DESTFILE]
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Description
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-----------
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:program:`qbsp` is a tool used in the creation of maps for the **id Software**
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game **Quake**. qbsp takes a .map file as input and produces a .bsp file
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playable in the Quake engine. If the ``DESTFILE`` argument is not
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supplied, the output filename will be chosen by stripping the file
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extension (if any) from ``SOURCEFILE`` and appending the .bsp extension.
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Options
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-------
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.. program:: qbsp
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.. option:: -nofill
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Doesn't perform outside filling
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.. option:: -noclip
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Doesn't build clip hulls
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.. option:: -noskip
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Doesn't remove faces using the 'skip' texture
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.. option:: -onlyents
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Only updates .map entities
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.. option:: -verbose
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Print out more .map information
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.. option:: -noverbose
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Print out almost no information at all
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.. option:: -splitspecial
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Doesn't combine sky and water faces into one large face. This allows
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for statically lit water.
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.. option:: -transwater
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Computes portal information for transparent water (default)
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.. option:: -notranswater
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Computes portal information for opaque water
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.. option:: -transsky
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Computes portal information for transparent sky
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.. option:: -nooldaxis
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Use alternate texture alignment algorithm. The default is to use the
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original QBSP texture alignment algorithm, which required the
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-oldaxis switch in tyrutils-ericw v0.15.1 and earlier.
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.. option:: -forcegoodtree (experimental)
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Force use of expensive processing for SolidBSP stage. Often results
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in a more optimal BSP file in terms of file size, at the expense of
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extra processing time.
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.. option:: -bspleak
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Creates a .por file, used in the BSP editor
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.. option:: -oldleak
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Create an old-style QBSP .PTS file (default is new)
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.. option:: -leaktest
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Makes it a compile error if a leak is detected.
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.. option:: -nopercent
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Prevents output of percent completion information
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.. option:: -hexen2
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Generate a hexen2 bsp. This can be used in addition to -bsp2 to avoid
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clipnode issues.
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.. option:: -bsp2
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Create the output BSP file in BSP2 format. Allows the creation of
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much larger and more complex maps than the original BSP 29 format).
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.. option:: -2psb
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Create the output BSP file in 2PSB format. This an earlier version of
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the BSP2 format, supported by the RMQ engine (and thus is also known
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as the BSP2rmq or RMQe bsp format).
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.. option:: -hlbsp
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Create the output BSP file in Half-Life's format. Note that the hull
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size differences prevent this from being generally usable for the
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vanilla quake gamecode. This cannot be used in combination with the
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-bsp2 argument.
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.. option:: -leakdist [n]
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Space between leakfile points (default 2)
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.. option:: -subdivide [n]
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Use different texture subdivision (default 240). Lower values will
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harm framerates. Higher values may not be supported. DP+FTEQW+QSS
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support up to 4080 (unless lightmap scaling is in use), but such
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values will cause other engines to crash-to-console. Use zero to
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specify no subdivision.
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.. option:: -wadpath <dir>
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Search this directory for wad files (default is cwd). Multiple
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-wadpath args may be used. This argument is ignored for wads
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specified using an absolute path.
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.. option:: -xwadpath <dir>
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Like -wadpath, except textures found using the specified path will
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NOT be embedded into the bsp (equivelent to -notex, but for only
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textures from specific wads). You should use this for wads like
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halflife's standard wad files, but q1bsps require an engine extension
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and players are not nearly as likely to have the same wad version.
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.. option:: -oldrottex
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Use old method of texturing rotate\_ brushes where the mapper aligns
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textures for the object at (0 0 0).
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.. option:: -maxNodeSize [n]
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Switch to the cheap spatial subdivion bsp heuristic when splitting
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nodes of this size (in any dimension). This gives much faster qbsp
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processing times on large maps and should generate better bsp trees
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as well. From txqbsp-xt, thanks rebb. (default 1024, 0 to disable)
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.. option:: -wrbrushes
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(bspx) Includes a list of brushes for brush-based collision. This
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allows for arbitrary collision sizes in engines that support it,
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currently only FTEQW.
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.. option:: -wrbrushesonly
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"-wrbrushes" combined with "-noclip" argument. This is NOT backwards
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compatible.
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.. option:: -notex
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Write only placeholder textures, to depend upon replacements. This
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avoids inclusion of third-party copyrighted images inside your maps,
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but is not backwards compatible but will work in FTEQW and QSS.
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.. option:: -notjunc
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Don't attempt to fix T-junctions. This is only for engines or formats
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that prefer micro-cracks over degenerate triangles. If you don't know
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what that means, don't set this.
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.. option:: -omitdetail
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Detail brushes are omitted from the compile.
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.. option:: -convert <fmt>
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Convert a .MAP to a different .MAP format. fmt can be: quake, quake2,
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valve, bp (brush primitives). Conversions to "quake" or "quake2"
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format may not be able to match the texture alignment in the source
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map, other conversions are lossless. The converted map is saved to
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<source map name>-<fmt>.map.
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.. option:: -includeskip
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Emit skip/nodraw faces. Mainly for Q2RTX.
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.. option:: -threads n
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Set number of threads to use. By default, qbsp will attempt to
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use all available hardware threads.
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Game Path Specification
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-----------------------
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To compile a Q2 map, the compilers usually need to be able to locate an installation of the game. e.g. the .map might reference a texture name like ``e1u1/clip``, but qbsp needs to open the corresponding .wal file to look up the content/surface flags (playerclip, etc.) which are then written to the .bsp.
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We use the terminology:
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basedir
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The directory containing the base game (e.g. ``id1`` or ``baseq2``). Can be an absolute path, e.g. ``c:/quake2/baseq2`` or ``c:/quake/id1``.
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gamedir
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Optional mod directory, e.g. ``ad`` or ``c:/quake/ad``. If a gamedir is specified it will be added to the search path at a higher priority than the basedir.
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The common cases are:
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- place your .map in ``<quake2>/baseq2/maps`` and compile it there, qbsp will auto detect the basedir/gamedir.
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- for compiling a .map located elsewhere, use e.g.:
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.. code::
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qbsp -basedir "c:/quake2/baseq2" input.map
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or
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.. code::
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qbsp -basedir "c:/quake2/baseq2" -gamedir mymod input.map
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Special Texture Names
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---------------------
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The contents inside a brush depend on the texture name(s) assigned to
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it.
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By default brush contents are solid unless they have a special name.
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Names beginning with an asterisk are liquids. A prefix of *\*slime*
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indicates slime, *\*lava* is for lava and anything else beginning with
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*\** will have contents as water.
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All faces of a brush must have textures which indicate the same
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contents. Mixed content types will cause qbsp to print an error and
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exit.
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skip
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^^^^
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Any surfaces assigned a texture name of *skip* will be compiled into the
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bsp as invisible surfaces. Solid surfaces will still be solid (e.g. the
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play can't walk or shoot through them) but they will not be drawn.
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Water, slime and lava surfaces can be made invisible using the texture
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names *\*waterskip*, *\*slimeskip* and *\*lavaskip* respectively.
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hint
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^^^^
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Hint surfaces cause a bsp split and portal to be generated the on the
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surface plane, after which they are removed from the final bsp - they
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are neither visible, nor structural. Strategic placement of hint
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surfaces can be used by a map author to optimise the PVS calculations so
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as to limit overdraw by the engine (see also: **vis**\ (1)).
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Use a texture with the name *hintskip* on any surfaces of a hint brush
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which you don't want to generate bsp splits or portals. All surfaces of
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a hint brush must use either the *hint* or *hintskip* texture name.
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origin
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^^^^^^
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An origin brush (all faces textured with "origin") can be added to a
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brush entity (but not detail or compiler-internal entities like
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func_group). Doing so causes all of the brushes in the brush entitiy to
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be translated so the center of the origin brush lines up with 0 0 0. The
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entity key "origin" is then automatically set on the brush entity to the
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original cooridnates of the center of the "origin" brush before it was
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translated to 0 0 0.
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In Hexen 2, origin brushes are the native way of marking the center
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point of the rotation axis for rotating entities.
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In Quake, origin brushes can be used to make some map hacks easier to
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set up that would otherwise require placing brushes at the world origin
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and entering an "origin" value by hand.
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Note that, unlike the Hipnotic rotation support in QBSP, using origin
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brushes does not cause the model bounds to be expanded. (With Hipnotic
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rotation this was to ensure that the model is not vis culled, regardless
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of its rotated angle.) Origin brushes are useful for more than just
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rotation, and doing this bounds expansion would break some use cases, so
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if you're going to rotate a model with an origin brush you might need to
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expand the bounds of it a bit using clip brushes so it doesn't get vis
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culled.
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External Map Prefab Support
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---------------------------
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This qbsp has a prefab system using a point entity named
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"misc_external_map". The idea is, each "misc_external_map" imports
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brushes from an external .map file, applies rotations specified by the
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"_external_map_angles" key, then translates them to the "origin" key of
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the "misc_external_map" entity. Finally, the classname of the
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"misc_external_map" is switched to the one provided by the mapper in the
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"_external_map_classname" key. (The "origin" key is also cleared to "0 0
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0" before saving the .bsp).
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The external .map file should consist of worldspawn brushes only,
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although you can use func_group for editing convenience. Brush entities
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are merged with the worldspawn brushes during import. All worldspawn
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keys, and any point entities are ignored. Currently, this means that the
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"wad" key is not handled, so you need to add any texture wads required
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by the external .map file to your main map.
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Note that you can set other entity keys on the "misc_external_map" to
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configure the final entity type. e.g. if you set
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"_external_map_classname" to "func_door", you can also set a
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"targetname" key on the "misc_external_map", or any other keys for
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"func_door".
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\_external_map
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Specifies the filename of the .map to import.
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\_external_map_classname
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What entity you want the external map to turn in to. You can use
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internal qbsp entity types such as "func_detail", or a regular bmodel
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classname like "func_wall" or "func_door".
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\_external_map_angles
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Rotation for the prefab, "pitch yaw roll" format. Assuming the
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exernal map is facing the +X axis, positive pitch is down. Yaw of
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180, for example, would rotate it to face -X.
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\_external_map_angle
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Short version of "_external_map_angles" for when you want to specify
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just a yaw rotation.
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\_external_map_scale
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Scale factor for the prefab, defaults to 1. Either specify a single
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value or three scales, "x y z".
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Detail Brush Support
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--------------------
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This version of qbsp supports detail brushes which are similar in
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concept to Quake 2's detail brushes. They don't seal the map (previous
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versions did).
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To be compatible with existing Quake 1 mapping tools, detail brushes can
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be added by creating an entity with classname "func_detail". When qbsp
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reads the map file, it will add any brushes included in a func_detail
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entity into the worldspawn as details and remove the func_detail entity.
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Any number of func_detail entities can be used (useful for grouping) and
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all included brushes will be added to the 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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::
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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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*/
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For WorldCraft in .FGD format (untested):
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::
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@SolidClass color(128 128 230) = func_detail: "Detail" []
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For Radiant in .ENT format:
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::
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<group name="func_detail" color="0 .5 .8">
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Detail brushes add visual details to the world, but do not
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block visibility. func_detail entities are merged into the
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worldspawn entity by the qbsp compiler and do not appear as
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separate entities in the compiled bsp.
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</group>
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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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{
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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 contains
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extra information needed by vis to compute the potentially visible set
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(PVS) for the map/bsp. So you will also need a vis util capable of
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processing the PRT2 file format.
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Detail Variants
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---------------
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func_detail_illusionary
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^^^^^^^^^^^^^^^^^^^^^^^
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func_detail variant with no collision (players / monsters / gunfire) and
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doesn't split world faces. Doesn't cast shadows unless enabled with
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"_shadow" "1". Useful for hanging vines. Still creates BSP leafs, which
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is unavoidable without a new .bsp file format.
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Intersecting func_detail_illusionary brushes don't clip each other; this
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is intended to make trees/shrubs/foliage easier with "_mirrorinside"
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"1".
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func_detail_wall
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^^^^^^^^^^^^^^^^
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func_detail variant that doesn't split world faces. Useful for when you
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want a decoration touching a floor or wall to not split the floor/wall
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faces (you'll get some overdraw instead.) If it completely covers up a
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world face, that face will get clipped away, so it's not suitable for
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fence textures; see func_detail_fence instead.
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Intersecting func_detail_wall brushes don't clip each other.
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func_detail_fence
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^^^^^^^^^^^^^^^^^
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Similar to func_detail_wall except it's suitable for fence textures,
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never clips away world faces. Useful for fences, grates, etc., that are
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solid and block gunfire.
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Intersecting func_detail_fence brushes don't clip each other.
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Model Entity Keys
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-----------------
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"_lmscale" "n"
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Generates an LMSHIFT bspx lump for use by a light util. Note that
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both scaled and unscaled lighting will normally be used.
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"_mirrorinside" "n"
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Set to 1 to save mirrored inside faces for bmodels, so when the
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player view is inside the bmodel, they will still see the faces.
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(e.g. for func_water, or func_illusionary)
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Other Special-Purpose Entities
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------------------------------
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func_illusionary_visblocker
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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For creating vis-blocking illusionary brushes (similar to
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"func_detail_illusionary" or "func_illusionary". The player can walk
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through them.) This gives the same effect as water brushes when the
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"-notranswater" flag is used, except the interior of these brushes are
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saved as CONTENTS_EMPTY. One thing to be aware of is, if the player's
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view is very close to the faces of these brushes, they might be able to
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see into the void (depending on the engine). Fitzquake family engines
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have a workaround for this that is enabled if the brushes are textured
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with a water texture ("*" prefix).
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Map Compatibility
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-----------------
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In addition to standard Quake 1 .map files, ericw-tools QBSP is
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compatible with:
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- Floating point brush coordinates and texture alignments
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- Valve's 220 map format as produced by the *Hammer* editor
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- Extended texture positioning as supported by the *QuArK* editor
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- Standard Quake 2 map format (leading paths in texture names are
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stripped and any extra surface properties are ignored)
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- Brush Primitives produce by Radiant editors (normally a Quake 3
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format)
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Author
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------
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| Eric Wasylishen
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| Kevin Shanahan (aka Tyrann) - http://disenchant.net
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| Based on source provided by id Software and Greg Lewis
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Reporting Bugs
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--------------
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| Please post bug reports at
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https://github.com/ericwa/ericw-tools/issues.
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| Improvements to the documentation are welcome and encouraged.
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Copyright
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---------
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| Copyright (C) 2017 Eric Wasylishen
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| Copyright (C) 2013 Kevin Shanahan
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| Copyright (C) 1997 Greg Lewis
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| Copyright (C) 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. There
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is NO WARRANTY, to the extent permitted by law.
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See Also
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--------
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**light**\ (1) **vis**\ (1) **bspinfo**\ (1) **bsputil**\ (1)
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**quake**\ (6)
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