bsp(6)bsp(6)NAMEbsp - node builder for WAD files
SYNOPSISbsp [ -blockmap {old|comp} ] [ -factor n ] [ -noreject ] [ -o file ] [
-picknode {traditional|visplane} ] [ -q ] file
DESCRIPTION
BSP builds the nodes and blockmap resources for all the levels in a WAD
file. Levels created with level editors won't run without these
resources.
OPTIONS-blockmap {old|comp}
This selects the algorithm used for generating the blockmap
resource. The old algorithm (currently the default, but this
might change in future) produces a complete blockmap which con‐
tains some redundancy. The comp algorithm generates an equiva‐
lent blockmap, but which eliminates this redundancy, making a
smaller resulting WAD file.
-factor n
Changes the cost assigned to seg splits. Factor n 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. Most people do not need or want to
change the default. Changing the factor can sometimes prevent
visplane overflows in WAD's; but then again, some WAD's have
just too many visplane overflows, experiment with the -factor
option before giving up.
-noreject
Normally, BSP creates a zero-ed reject map, which is sub-optimal
but sufficient for Doom to play the level. Other tools are
available to build an optimal reject map. If a level already
has an optimised reject map, this option should be used to stop
BSP replacing it.
-picknode {traditional|visplane}
In traditional mode (the default), BSP aims to produce a bal‐
anced node tree that minimises the number of lines that must be
split in this process. visplane mode causes the node line
picker to choose node lines in a way that is empirically known
to reduce or eliminate visplane overflows. This is an old bug
that affected the original Doom engine but does not affect newer
engines - if you don't know what this option is and have no
problems without it, you do not need it.
-o file
Sets the name of the WAD file for output. Should not be the
same as the input! As with the input filename, it can be a - to
indicate that standard input/output should be used. Without
this option, output is written to tmp.wad.
-q Does not show program banners or progress, for usage from other
programs.
SPECIAL EFFECTS
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 lindef's tag is 999, then the sid‐
edef's x-offset sets 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 refer‐
enced by the doortracks have a sector tag of ≥ 900. The doortracks
must the lowest numbered of all the linedefs that form the door. 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.
The special tag is not strictly necessary; it just prevents a flash of
HOM at the top of the door when it opens or closes. See test-
wads/transdor.wad for an example.
SUPPORTED GAMES
Doom, Ultimate Doom, Doom ][, Final Doom, Heretic and Strife.
EXIT STATUS
0 OK
>0 Errors occurred
BUGS/LIMITATIONS
This program will not build a good reject map, it will (unless -nore‐
ject is used) build a zero-ed one, where every sector is visible from
any other sector. For the final release of a level, a reject map
should be built using a suitable tool, such as RMB.
The Hexen level format is not supported.
AUTHORS
BSP was written by Colin Reed and Lee Killough (killough@rsn.hp.com),
based on an algorithm by Rapha�l Quinet.
Contributors include Simon "fraggle" Howard (compressed blockmap code),
Oliver Kraus (endianness fixes), Andr� Majorel (Unix port, man page)
and Udo Munk (Unix port, man page, assorted hacks).
BSP is currently maintained by Colin Phipps <cph@moria.org.uk>.
SEE ALSOidbsp(6), warm(6), wreject(6), zennode(6).
BSP 5.1 2002-04-06 bsp(6)