Provided by: glbsp_2.24-4_amd64 bug

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 informational 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  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.

       -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 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 removing 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-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.

       -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 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 disabled 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  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 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 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 (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
       engine).

AUTHORS

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

       Andrew  Baker,  Janis  Legzdinsh,  André  Majoral  and Darren Salt 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.

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 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/http://glbsp.sourceforge.net/⟩

                                                    July 2007                                           glbsp(1)