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glbsp(1)		    General Commands Manual		      glbsp(1)

NAME
       glbsp - GL Nodes	builder	for DOOM ports

SYNOPSIS
       glbsp [options] input.wad ... [-o output.wad]

       glbsp @argfile.rsp

DESCRIPTION
       glBSP  is  a  nodes  builder specially designed to be used with OpenGL-
       based DOOM game engines.	 It adheres to the "GL-Friendly	Nodes"	speci-
       fication, which means it	adds some new special nodes to a WAD file that
       makes  it  very	easy for an OpenGL DOOM	engine to compute the polygons
       needed for drawing the levels.

OPTIONS
       Options begin with a single dash	(you can also use two dashes  like  in
       many GNU	programs).  Running glBSP without any options will show	an in-
       formational screen.

       -h -help
	      Show a summary of	all the	options.

       -q -quiet
	      Quieter  output.	 Information about each	level (like the	number
	      of linedefs, blockmap size, etc) is not displayed	when this  op-
	      tion  is given, and a few	other messages are skipped.  Important
	      messages,	like failure to	 build	a  certain  level,  are	 still
	      shown.

       -f -fast
	      Allows  glBSP to cheat a bit and re-use the original node	infor-
	      mation 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 don't kick in, and  the  -factor
	      value doesn't have much effect.

       -w -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	check-
	      ing now and then.

       -n -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 nor-
	      mal node data with newly constructed nodes.

       -c -factor <num>
	      Sets the cost assigned to	seg splits.  Factor can	be any	number
	      from 1 to	32, and	larger values make seg splits more costly (and
	      thus  glBSP tries	harder to avoid	them), but smaller values pro-
	      duce better BSP trees.  The default value	is known to be a  good
	      compromise.

       -p -pack
	      Pack sidedefs, by	detecting which	sidedefs are identical and re-
	      moving the duplicates, producing a smaller PWAD.

	      NOTE:  this may make your	level a	lot harder to edit!  Therefore
	      this is most useful when producing the final WAD for public  re-
	      lease.

       -xr -noreject
	      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 for-
	      mats, but	is only	useful for testing since glBSP will  automati-
	      cally  switch  to	V5 format whenever the ordinary	limits are ex-
	      ceeded.

       -m -mergevert
	      Merge duplicate vertices at the same location into a single ver-
	      tex.  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.

       -y -windowfx
	      Lets glBSP detect	and  handle  the  "One-Sided  Window"  mapping
	      trick.   This  can  cause	problems in some engines so it is dis-
	      abled by default.

       -b -maxblock <num>
	      Sets the limit of	the number of blocks the BLOCKMAP may  contain
	      before we	truncate it.  Default is 16000.	 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 doesn't
	      cover (at	the outer edges) there is no collision detection:  you
	      can  walk	 through  walls	and other objects and bullets/missiles
	      don't hit	anything.  On very large but sparse  levels,  using  a
	      larger value (e.g. 30000)	may help.

	      A	 more  serious	problem	 is  when the blockmap overflows.  The
	      blockmap created would be	invalid, and could crash the DOOM  en-
	      gine  when  used.	  glBSP	will create an empty blockmap instead,
	      causing modern ports to build their own blockmap.

       -xp -noprog
	      Turn off the progress indicator.

       -xn -nonormal
	      Forces glBSP to not create the normal node information  when  it
	      detects that it is absent.

       -xu -prunesec
	      Removes  any  unused  sectors that are found in the level.  This
	      has the potential	to cause problems, since in certain  scripting
	      languages	(e.g. EDGE's RTS, or Doom Legacy's Fragglescript) some
	      commands use sector numbers directly, and	pruning	unused sectors
	      can cause	those references to become invalid.

RESPONSE FILES
       New  in	version	 2.20  is support for response files.  These are files
       containing a list of options.  You specify the response file by prefix-
       ing it with '@'.	 For example:

       glbsp @argfile.rsp

       The "@argfile.rsp" on the command line will be replaced with  the  con-
       tents  of that file.  New-line characters are treated like spaces.  Re-
       cursion (using '@' inside a response file) is not supported.

ZDBSP NODES
       When the	normal nodes overflow, older versions of  glBSP	 would	simply
       write  out  the invalid node data.  glBSP 2.20 and higher now write the
       node data in the	ZDBSP format (originally created  for  the  ZDoom  en-
       gine).

AUTHORS
       Andrew Apted created glBSP and glBSPX and continues to maintain them.

       Andrew  Baker, Janis Legzdinsh, Andre Majoral and Darren	Salt have con-
       tributed	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.

LICENSE
       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 MER-
       CHANTABILITY or FITNESS FOR A PARTICULAR	PURPOSE.  See the GNU  General
       Public License for more details.

SEE ALSO
       The	   glBSP	Homepage:	 http://glbsp.sourceforge.net/
       <http://glbsp.sourceforge.net/>

				   July	2007			      glbsp(1)

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