1bsp(6)                           Games Manual                           bsp(6)
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NAME

6       bsp - node builder for WAD files
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SYNOPSIS

9       bsp  [ -blockmap {old|comp} ] [ -factor n ] [ -noreject ] [ -o file ] [
10       -picknode {traditional|visplane} ] [ -q ] file
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DESCRIPTION

13       BSP builds the nodes and blockmap resources for all the levels in a WAD
14       file.   Levels  created  with  level  editors  won't  run without these
15       resources.
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OPTIONS

18       -blockmap {old|comp}
19              This selects the algorithm  used  for  generating  the  blockmap
20              resource.   The  old  algorithm (currently the default, but this
21              might change in future) produces a complete blockmap which  con‐
22              tains  some redundancy.  The comp algorithm generates an equiva‐
23              lent blockmap, but which eliminates this  redundancy,  making  a
24              smaller resulting WAD file.
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26       -factor n
27              Changes  the  cost  assigned to seg splits.  Factor n can be any
28              positive integer, and the larger the factor, the more costly seg
29              splits are.  A factor of 17 is the default and behaves just like
30              earlier versions of BSP.  Most people do not  need  or  want  to
31              change  the  default.  Changing the factor can sometimes prevent
32              visplane overflows in WAD's; but then  again,  some  WAD's  have
33              just  too  many  visplane overflows, experiment with the -factor
34              option before giving up.
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36       -noreject
37              Normally, BSP creates a zero-ed reject map, which is sub-optimal
38              but  sufficient  for  Doom  to  play the level.  Other tools are
39              available to build an optimal reject map.  If  a  level  already
40              has  an optimised reject map, this option should be used to stop
41              BSP replacing it.
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43       -picknode {traditional|visplane}
44              In traditional mode (the default), BSP aims to  produce  a  bal‐
45              anced  node tree that minimises the number of lines that must be
46              split in this process.   visplane  mode  causes  the  node  line
47              picker  to  choose node lines in a way that is empirically known
48              to reduce or eliminate visplane overflows.  This is an  old  bug
49              that affected the original Doom engine but does not affect newer
50              engines - if you don't know what this  option  is  and  have  no
51              problems without it, you do not need it.
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53       -o file
54              Sets  the  name  of  the WAD file for output.  Should not be the
55              same as the input!  As with the input filename, it can be a - to
56              indicate  that  standard  input/output  should be used.  Without
57              this option, output is written to tmp.wad.
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59       -q     Does not show program banners or progress, for usage from  other
60              programs.
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SPECIAL EFFECTS

63       BSP has some special effect features:
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65       If  a  linedef has a sector tag ≥ 900, then it is treated as "precious"
66       and will not be split unless absolutely necessary.  This is good to use
67       around borders of deep water, invisible stairs, etc.
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69       Furthermore, just for a grin, if the lindef's tag is 999, then the sid‐
70       edef's x-offset sets an angle adjustment in degrees to be applied — you
71       can  look  straight  at  a wall, but it might come right at you on both
72       sides and "stretch".
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74       BSP supports HOM-free transparent doors.  Simply make the sector refer‐
75       enced  by  the  doortracks  have a sector tag of ≥ 900.  The doortracks
76       must the lowest numbered of all the linedefs that form  the  door.   No
77       need  to  remember  sector numbers and type them in on a command line —
78       just use any sector tag ≥ 900 to permanently mark the  sector  special.
79       The  special tag is not strictly necessary; it just prevents a flash of
80       HOM at the top of  the  door  when  it  opens  or  closes.   See  test-
81       wads/transdor.wad for an example.
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SUPPORTED GAMES

84       Doom, Ultimate Doom, Doom ][, Final Doom, Heretic and Strife.
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EXIT STATUS

87       0    OK
88       >0   Errors occurred
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BUGS/LIMITATIONS

91       This  program  will not build a good reject map, it will (unless -nore‐
92       ject is used) build a zero-ed one, where every sector is  visible  from
93       any  other  sector.   For  the  final  release of a level, a reject map
94       should be built using a suitable tool, such as RMB.
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96       The Hexen level format is not supported.
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AUTHORS

99       BSP was written by Colin Reed and Lee  Killough  (killough@rsn.hp.com),
100       based on an algorithm by Raphaël Quinet.
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102       Contributors include Simon "fraggle" Howard (compressed blockmap code),
103       Oliver Kraus (endianness fixes), André Majorel (Unix  port,  man  page)
104       and Udo Munk (Unix port, man page, assorted hacks).
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106       BSP is currently maintained by Colin Phipps <cph@moria.org.uk>.
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SEE ALSO

109       idbsp(6), warm(6), wreject(6), zennode(6).
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113BSP 5.1                           2002-04-06                            bsp(6)
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