|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 contains some redundancy. The comp algorithm generates an equivalent blockmap, but which eliminates this redundancy, making a smaller resulting WAD file.|
|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 WADs; but then again, some WADs have just too many visplane overflows, experiment with the -factor option before giving up.|
|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.|
|In 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. 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 dont 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.|
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 lindefs tag is 999, then the sidedefs 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 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 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.
Doom, Ultimate Doom, Doom ][, Final Doom, Heretic and Strife.
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This program will not build a good reject map, it will (unless -noreject 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.
BSP was written by Colin Reed and Lee Killough (firstname.lastname@example.org), 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 <email@example.com>.
|BSP 5.1||BSP (6)||2002-04-06|