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       glbsp - GL Nodes builder for DOOM ports


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

       glbsp @argfile.rsp


       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  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

       -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

       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.


       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.


       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


       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.


       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
       General Public License for more details.


       The glBSP Homepage:

                                   July 2007                          glbsp(1)