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bsp.6
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.TH bsp 6 "2002-04-06" "BSP 5.1"
.SH NAME
bsp \- node builder for WAD files
.SH SYNOPSIS
.B bsp
[
.B \-blockmap
.RB { old | comp }
]
[
.B \-factor
.I n
]
[
.B \-noreject
]
[
.B \-o
.I file
]
[
.B \-picknode
.RB { traditional | visplane }
]
[
.B \-q
]
.I file
.SH 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.
.SH OPTIONS
.TP
\fB\-blockmap\fP {\fBold\fP|\fBcomp\fP}
This selects the algorithm used for generating the blockmap resource.
The
.B old
algorithm (currently the default, but this might change in future) produces
a complete blockmap which contains some redundancy.
The
.B comp
algorithm generates an equivalent blockmap, but which eliminates this
redundancy, making a smaller resulting WAD file.
.TP
\fB\-factor\fR \fIn\fR
Changes the cost assigned to seg splits.
Factor \fIn\fR 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
\fB\-factor\fP option before giving up.
.TP
.B \-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.
.TP
\fB\-picknode\fP {\fBtraditional\fP|\fBvisplane\fP}
In
.B traditional
mode (the default), BSP aims to produce a balanced node tree that minimises the
number of lines that must be split in this process.
.B 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.
.TP
\fB\-o\fR \fIfile\fR
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 \fB\-\fP to indicate that standard
input/output should be used.
Without this option, output is written to \fBtmp.wad\fP.
.TP
.B \-q
Does not show program banners or progress, for usage from other programs.
.SH SPECIAL EFFECTS
BSP has some special effect features:
.LP
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.
.LP
Furthermore, just for a grin, if the lindef's tag is 999, then the sidedef's
x-offset sets an angle adjustment in degrees to be applied \(em you can look
straight at a wall, but it might come right at you on both sides and "stretch".
.LP
BSP supports HOM-free transparent doors.
Simply make the sector referenced 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 \(em 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 \fBtest-wads/transdor.wad\fP for an example.
.SH SUPPORTED GAMES
Doom, Ultimate Doom, Doom ][, Final Doom, Heretic and Strife.
.SH EXIT STATUS
\fB0\fP OK
.br
\fB>0\fP Errors occurred
.SH BUGS/LIMITATIONS
This program will \fInot\fP build a good reject map, it will (unless
\fB\-noreject\fP 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.
.SH AUTHORS
BSP was written by Colin Reed and Lee Killough ([email protected]), based on
an algorithm by Raphaël Quinet.
Contributors include Simon "fraggle" Howard (compressed blockmap code), Oliver
Kraus (endianness fixes), André Majorel (Unix port, man page) and Udo Munk
(Unix port, man page, assorted hacks).
BSP is currently maintained by Colin Phipps <[email protected]>.
.SH SEE ALSO
.BR idbsp (6),
.BR warm (6),
.BR wreject (6),
.BR zennode (6).