Reference

bsp(6)

node builder for Doom wad files

NAME

bsp - node builder for Doom wad files

SYNOPSIS

bsp [options] [-o file] file

DISCLAIMER

This program is furnished on an AS IS basis for the fun of it. id Software does not support this program.

DESCRIPTION

BSP builds the node and blockmap resources for a level map in a wad file. Level maps created with level editors and level compilers won't run without this resources build by a node builder. The program supports multilevel building, means it automatically builds the resources for all levels found in the input wad file.

If the program is used without the -o option it will create an output wad file with the name tmp.wad.

BSP has some special effect features:

If a linedef has a sector tag >= 900, then it is treated as "precious" and will not be split unless absolutely necessary. This is good to use around borders of deep water, invisible stairs, etc.

Furthermore, just for a grin, if the linedef's tag is 999, then the sidedef's x-offset set an angle adjustment in degrees to be applied -- you can look straight at a wall, but it might come right at you on both sides and "stretch".

BSP supports HOM-free transparent doors. Simply make the sector referenced by the doortracks have a sector tag of >= 900. No need to remember sector numbers and type them in on a command line -- just use any sector tag >= 900 to permanently mark the sector special.

OPTIONS

-factor number

Changes the cost assigned to seg splits. Factor can be any positive integer, and the larger the factor, the more costly seg splits are. A factor of 17 is the default and behaves just like earlier versions of BSP. Changing the factor can sometimes prevent visplane overflows in wads. But then again, some wads have just too many visplane overflows, experiment with the -factor option before giving up.

-noreject

Does not clobber already existing reject map.

-o file

Write output to file instead of tmp.wad.

-thold number

Threshold for visplane overflow. May be used to report more potential visplane overflows if the -vpwarn or -vpmark options estimate too few visplanes. Default threshold is 128.

-vp

Attempts to prevent visplane overflows without loss of detail. Using the option causes node line picker to choose node lines in a way that is empirically known to reduce or eliminate visplane overflows.

-vpmark

Marks visplane overflows with player starts. It's a good idea to write to a separate output file when using this option! One can use an editor then, play each alternate player start, and see if each one causes visplane overflows, and then remove it. Usually no-clipping must be used, at least to step out of walls, since it inserts player starts without regards to collisions, and it uses walls as a basis for visplane calculation.

-vpwarn

Warns about potential visplane overflows.

SEE ALSO

The Unofficial Doom Specs by Matthew S Fell.
bsp23x.txt

BUGS

Will only work on little endian systems.

AUTHOR

BSP was written by Colin Reed and Lee Killough ([email protected]). André Majorel did the Unix port and wrote the man page based on the one written by Udo Munk.