|-help||Show a option summary screen.|
|-q||Quieter output. Information about each level (like the number of linedefs, blockmap size, etc) is not displayed when this option is given, and a few other messages are skipped. Important messages, like failure to build a certain level, are still shown.|
Lets glBSP can cheat a bit and
re-use the original node information to create the GL
nodes, doing it much faster. Use this option to
enable this feature. The message "Using original nodes
to speed things up" will be shown.
The downside to reusing the original nodes is that they may not be as good as the ones glBSP normally creates, e.g. the special checks to minimise slime-trails dont kick in, and the -factor value doesnt have much effect.
|-warn||Shows extra warning messages, which detail various non-serious problems that glBSP has while analysing the level structure. Often these warnings show a real problem in the level (e.g. a non-closed sector or invalid sidedef), so they are worth checking now and then.|
|-normal||glBSP usually detects if the normal node info (i.e. the non-GL variety) is present: when yes, it is left untouched, otherwise glBSP creates it. This option forces glBSP to replace the normal node data with newly constructed nodes.|
|Changes the cost assigned to seg splits. Factor can be any number greater than 0, larger values make seg splits more costly (and thus glBSP tries harder to avoid them), but smaller values produce better BSP trees. The default value is known to be a good compromise.|
Pack sidedefs, by detecting which sidedefs are
identical and removing the duplicates, producing a
NOTE: this may make your level a lot harder to edit! Therefore this is most useful when producing the final WAD for public release.
|Normally glBSP will create an simple REJECT map for each level. This options prevents any existing REJECT map, such as one time-consumingly built by a dedicated reject builder, from being clobbered.|
|The following options are rarely needed:|
|-v1 .. -v5||Specify the version of the "GL Nodes" spec to use (either 1, 2, 3 or 5). V1 is considered obsolete now. The default is V2. Giving -v3 or -v5 will force certain lumps to use the new formats, but is only useful for testing since glBSP will automatically switch to V5 format whenever the ordinary limits are exceeded.|
glBSP will normally try to copy lumps from the input
WAD file to the output file instead of loading them
into memory. This allows you to run glBSP on very
large WADS (e.g. 15 MB for DOOM II) on a low memory
This option causes everything from the input file to be loaded into memory. This allows you to run glBSP using the same file for both input and output, but I strongly recommend _against_ it: you could lose your original WAD if something goes wrong (and you know Murphy...).
|-noprog||Turn off the progress indicator.|
|Forces glBSP to not create the normal node information when it detects that it is absent.|
|Normally glBSP will automatically use GWA mode if the output filename is missing (i.e. no -o option) or if the output filename has the ".gwa" extension. This option forces glBSP into GWA mode.|
|Removes any unused sectors that are found in the level. This has the potential to cause problems, since in certain scripting languages (e.g. EDGEs RTS, or Doom Legacys Fragglescript) some commands use sector numbers directly, and pruning unused sectors can cause those references to become invalid.|
|Merge duplicate vertices at the same location into a single vertex. This is usually safe, but is not done by default because some engines (e.g. Risen3D) need the duplicate vertices to stay separate for a special effect.|
Sets the limit of the number of blocks the BLOCKMAP may
contain before we truncate it. Default is 44000. When
the level is too large to fit, glBSP will truncate the
blockmap, so it covers less area on the level. This
means that in the parts it doesnt cover (at the outer
edges) there is no collision detection: you can walk
through walls and other objects and bullets/missiles
dont hit anything. On very large but sparse levels,
using a larger value (e.g. 60000) may help.
A more serious problem is when the blockmap overflows. The blockmap created would be invalid, and could crash the DOOM engine when used. glBSP will create an empty blockmap instead, causing modern ports to build their own blockmap.
New in version 2.20 is support for response files. These are files containing a list of options. You specify the response file by prefixing it with @. For example:
The "@argfile.rsp" on the command line will be replaced with the contents of that file. New-line characters are treated like spaces. Recursion (using @ inside a response file) is not supported.
When the normal nodes overflow, older versions of glBSP would simply write out the invalid node data. glBSP 2.20 now writes the node data in the ZDBSP format (originally created for the ZDoom engine).
Andrew Apted created glBSP and glBSPX and continues to maintain them.
Andrew Baker, Janis Legzdinsh and Andr� Majoral have contributed code, and Marc Pullen helped with the documentation.
glBSP was originally based on BSP 2.3 (C) Colin Reed and Lee Killough, which was created from the basic theory stated in DEU5 (OBJECTS.C) by Raphael Quinet.
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
The glBSP Homepage: http://glbsp.sourceforge.net/
|-->||GLBSP (1)||September 2005|