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bsp(6)				  Games Manual				  bsp(6)

NAME
     bsp - node builder for WAD files

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

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

OPTIONS
     -blockmap {old|comp}
	    This  selects  the	algorithm  used  for generating the blockmap re-
	    source.  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.

     -factor n
	    Changes  the cost assigned to seg splits.  Factor n can be any posi-
	    tive 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  de-
	    fault.  Changing the factor can sometimes prevent visplane overflows
	    in	WAD's;	but  then  again, some WAD's have just too many visplane
	    overflows, experiment with the -factor option before giving up.

     -noreject
	    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.

     -picknode {traditional|visplane}
	    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 don't 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 pro-
	    grams.

SPECIAL EFFECTS
     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 lindef's tag is  999,  then  the  sid-
     edef's  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  remem-
     ber  sector numbers and type them in on a command line -- just use any sec-
     tor 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.

SUPPORTED GAMES
     Doom, Ultimate Doom, Doom ][, Final Doom, Heretic and Strife.

EXIT STATUS
     0	  OK
     >0   Errors occurred

BUGS/LIMITATIONS
     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 us-
     ing a suitable tool, such as RMB.

     The Hexen level format is not supported.

AUTHORS
     BSP was written by Colin Reed and Lee Killough (killough@rsn.hp.com), based
     on an algorithm by Raphael Quinet.

     Contributors  include  Simon  "fraggle"  Howard (compressed blockmap code),
     Oliver Kraus (endianness fixes), Andre Majorel (Unix port,  man  page)  and
     Udo Munk (Unix port, man page, assorted hacks).

     BSP is currently maintained by Colin Phipps <cph@moria.org.uk>.

SEE ALSO
     idbsp(6), warm(6), wreject(6), zennode(6).

BSP 5.1 			   2002-04-06				  bsp(6)

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