NAME
	qbsp

SYNOPSIS
	qbsp [OPTION]... SOURCFILE [DESTFILE]

DESCRIPTION
	qbsp is a tool used in the creation of maps for the game Quake.
	qbsp takes a .map file as input and produces a .bsp file playable in
	the Quake engine.  If the DESTFILE argument is not supplied, the
	output filename will be chosen by stripping the file extension (if any)
        from SOURCEFILE and appending the .bsp extension.

OPTIONS
	-nofill         Doesn't perform outside filling
	-noclip         Doesn't build clip hulls
	-onlyents       Only updates .map entities
	-verbose        Print out more .map information
	-noverbose      Print out almost no information at all
	-splitspecial   Doesn't combine sky and water faces into one large face
	-transwater     Computes portal information for transparent water
	-transsky       Computes portal information for transparent sky
	-oldaxis        Uses original qbsp texture alignment algorithm
	-bspleak        Creates a .por file, used in the BSP editor
	-oldleak        Create an old-style QBSP .PTS file (default is new)
	-nopercent      Prevents output of percent completion information
	-leakdist  [n]  Space between leakfile points (default 2)
	-subdivide [n]  Use different texture subdivision (default 240)
	-wadpath <dir>  Search this directory for wad files (default is cwd)

DETAIL BRUSH SUPPORT
	This version of qbsp supports detail brushes which are similar
	in concept to Quake 2's detail brushes.

	To be compatible with existing Quake 1 mapping tools, detail brushes
	can be added by creating an entity with classname "func_detail".  When
	qbsp reads the map file, it will add any brushes included in a
	func_detail entity into the worldspawn as details and remove the
	func_detail entity.  Any number of func_detail entities can be used
	(useful for grouping) and all included brushes will be added to the
	worldspawn.

	Here is an example entity definition suitable to add the the .QC files
	used by BSP Editor:

		/*QUAKED func_detail (0.5 0.5 0.9) ?
		Detail brushes add visual details to
		the world, but do not block visibility.
		func_detail entities are merged into
		the worldspawn entity by the qbsp compiler
		and do not appear as separate entities in
		the compiled bsp.

	For WorldCraft in .FGD format (untested):

		@SolidClass color(128 128 230) = func_detail: "Detail" []

	For Radiant in .ENT format:

		<group name="func_detail" color="0 .5 .8">
		Detail brushes add visual details to the world, but do not
		block visibility. func_detail entities are merged into the
		worldspawn entity by the qbsp compiler and do not appear as
		separate entities in the compiled bsp.
		</group>

	What should be written to the .map file is a simple entity with one or
	more brushes. E.g.:

	{
	"classname" "func_detail"
	{
	( -176  80  0 ) ( -208  80  0 ) ( -208  48  0 ) COP1_1 0 0 0 1.0 1.0
	( -192 -80 64 ) ( -208 -80  0 ) ( -192 -64 64 ) COP1_1 0 0 0 1.0 1.0
	( -176 -80  0 ) ( -192 -80 64 ) ( -176 -64  0 ) COP1_1 0 0 0 1.0 1.0
	( -16   48  0 ) (  -16  64 64 ) (    0  48  0 ) COP1_1 0 0 0 1.0 1.0
	( -16   64 64 ) (  -16  80  0 ) (    0  64 64 ) COP1_1 0 0 0 1.0 1.0
	}
	}

	When qbsp detects detail brushes, it outputs a modified portal file
	format with the header PRT2 (default is PRT1).  This portal file
	contains extra information needed by vis to compute the potentially
	visible set (PVS) for the map/bsp.  So you will also need a vis util
	capable of processing the PRT2 file format.

AUTHOR
	Written by Kevin Shanahan (aka Tyrann)
	Based on source provided by id Software and Greg Lewis
	http://disenchant.net

REPORTING BUGS
	Please send bug reports to tyrann@disenchant.net.
	Improvements to the documentation are welcome and encouraged.

COPYRIGHT
	Copyright  2013 Kevin Shanahan
	Copyright  1997 Greg Lewis
	Copyright  1997 id Software
	License GPLv2+:  GNU GPL version 2 or later
		<http://gnu.org/licenses/gpl2.html>.
	This is free software:  you are free to change and redistribute it.
	There is NO WARRANTY, to the extent permitted by law.

SEE ALSO
	light, vis, quake.
