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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"  specification,
     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 informa-
     tional 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 option 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 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	don't  kick  in,  and  the -factor value
	    doesn't have much effect.

     -w -warn
	    Shows extra warning messages, which detail various non-serious prob-
	    lems 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.

     -n -normal
	    glBSP usually detects if the normal node info (i.e.  the non-GL  va-
	    riety)  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.

     -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 produce better
	    BSP trees.	The default value is known to be a good compromise.

     -p -pack
	    Pack sidedefs, by detecting which sidedefs are identical and  remov-
	    ing 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 release.

     -xr -noreject
	    Normally  glBSP  will  create  an  simple REJECT map for each level.
	    This options prevents any existing REJECT map, such as one time-con-
	    sumingly 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  for-
	    mat whenever the ordinary limits are exceeded.

     -m -mergevert
	    Merge  duplicate vertices at the same location into a single vertex.
	    This is usually safe, but is not done by default  because  some  en-
	    gines  (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 disabled by de-
	    fault.

     -b -maxblock <num>
	    Sets the limit of the number of blocks the BLOCKMAP may contain  be-
	    fore 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 engine 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 de-
	    tects 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 lan-
	    guages (e.g. EDGE's RTS, or Doom Legacy's Fragglescript)  some  com-
	    mands  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  con-
     taining  a  list of options.  You specify the response file by prefixing it
     with '@'.	For example:

     glbsp @argfile.rsp

     The "@argfile.rsp" on the command line will be replaced with  the	contents
     of that file.  New-line characters are treated like spaces.  Recursion (us-
     ing '@' 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 engine).

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 un-
     der 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.

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

				    July 2007				glbsp(1)

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