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glbsp(1)							      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	can  begin  with one or two dashes.  Running glBSP without any
       options will show an informational screen.

       -help  Show a option summary screen.

       -q     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.	Impor‐
	      tant  messages, like failure to build a certain level, are still
	      shown.

       -fast  Lets glBSP can cheat a bit and re-use the original node informa‐
	      tion  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.

       -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.

       -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.

       -factor <num>
	      Changes the cost assigned to seg splits.	Factor can be any num‐
	      ber greater than 0, 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.

       -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.

       -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
	      exceeded.

       -loadall
	      glBSP will normally try to copy lumps from the input WAD file to
	      the  output  file	 instead  of  loading  them into memory.  This
	      allows you to run glBSP on very large WADS (e.g. 15 MB for  DOOM
	      II) on a low memory machine.

	      This  option  causes everything from the input file to be loaded
	      into memory.  This allows you to run glBSP using the  same  file
	      for  both	 input	and output, but I strongly recommend _against_
	      it: you could lose your original WAD  if	something  goes	 wrong
	      (and you know Murphy...).

       -noprog
	      Turn off the progress indicator.

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

       -forcegwa
	      Normally glBSP will automatically use GWA	 mode  if  the	output
	      filename	is  missing (i.e. no -o option) or if the output file‐
	      name has the ".gwa" extension.  This option  forces  glBSP  into
	      GWA mode.

       -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.

       -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.

       -maxblock <num>
	      Sets the limit of the number of blocks the BLOCKMAP may  contain
	      before we truncate it.  Default is 44000.	 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. 60000) 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.

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.
       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 now writes 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 and Andr� Majoral 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 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/⟩

				September 2005			      glbsp(1)
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