
New logo courtesy of Michael Harris.
BSP Now animated logo by Paul Donald.

BSP (a Quake editor)
You are victim number
since November 2, 1996 -- Count by Myrddin
Emrys.
Tutorials:
- Check out the "original"
BSP Tutorials by
Diragor (who may start back up on them soon).
- Check out the "spiffy",
excellent and recently-updated BSP
Tutorials by Deadmeat.
Official Download Page (starting
with v. 0.67b on 1/23 or so) and Excellent
Website (as hosted by PlanetQuake):
Downloads (all downloads after
0.666 available at Elite Quake Editor's Corner):
Answers to frequently asked questions:
TEXTURE WAD FILES (INCLUDING
WIZARD.WAD) ARE AT http://www.wf.net/~stephenc
& if your textures are green/blue/purple,
very wrong, etc. in 16bpp or 24bpp, see comments under v. 0.65b below re:
Texture Test... to set texture settings).
Help:
View the Help File
(also included in the latest bsp__b.zip). (If you get the beta version,
you should print this out. Up to you.)
What's new/fixed:
Version 0.67b, approx. 1/23/97
- This is the first release using a new compiler. There
may be problems so treat this as more of an alpha. Here's what's new:
- Flyover hints enabled.
- Multiple camera positions, saved to .map file. Use Ctrl-Left
and Right Arrow to move between cameras. Left mouse select and drag to
move them. XY Views have a button to switch cameras.
- Current group name is listed next to Camera Button in
XY Views.
- Killed all known memory leaks.
- Multiple texture .wad files should load correctly.
- Most BSP color settings moved to new heading in new bsp.ini
- 3D Control look for dialogs enabled.
- Let me know if:
- You still have the texture browser button creep occurring
- The 3D view crashes upon entry into flat or textured
preview
- Anything else happens that is strange
- BTW, I will be making the edit field, etc. sizes customizable
soon, so don't send me messages about "cut-off" fields in win
3.1 and (? NT).
Version 0.66b, 1/7/97
- Settings for bsp_font and bsp_font_size are now enabled
in bsp.ini. For those win 3.1 users who have been having problems (esp.
with edit boxes), please let me know if the new settings solve the problem.
For now the controls don't resize, so if you pick a lame font/size combo,
things may look aweful. I would stick to sizes below 12.
- True multiple wad support:
- set multiple startup wads in the bsp.ini by setting default_wad
key, e.g., default_wad=wizard.wad;base.wad
- set multiple .wads in BSP by setting a key to a semicolon
separated list of .wad files. Do not put spaces between wad names and semicolon
(beginning or trailing), for now at least.
- I think I finally solved the texture browser button creep
problem. Let me know if the buttons move off the window anymore.
- Hitting "Make Entity" when no brush is selected
will place the type of entity listed in the entity browser so long as the
type is a fixed-size entity (ie a monster, etc. rather than a plat). The
new entity has its origin at the current 3D camera position.
- I added a status gauge thingy to the texture loading
just for Plucky.
- The buttons/fields in the windows should not flicker
any more during screen updates (nor should they disappear during mouse
dragging).
- The .map file now stores the favorite textures so you
don't have to reset them every time you edit a .map. This made more sense
than storing the favorites for a .wad.
- First frame of texture/flat preview should be quick again
(binary search, so searching will not be the cause of slowdown...)
- Other stuff that I can't remember.
Version 0.65b, 1/1/97
- Happy New Year
- Please note that rendering of the
first frame in flat/textured for large wad's is really slow (2 minutes).
I am getting ready to add multiple texture .wad support and the data structures
are in flux. Thus, searching is not optimized, and this is making it very
slow! I will be fixing this in the next release. After the first rendering,
the speed should be much quicker...
- Fixed bug where loading any .map
with a new texture wad (beside the default) would crash. Sorry about that...
- Added a favorites and frequently
used texture palette to the texture window. Set whether to use either,
the size of the textures, and the number of thumbnails in the bsp.ini.
There are also buttons to dynamically show and hide the sections. The texture
browser now provides a flyover description of the texture under the mouse,
including its size information. To change the favorites list (which defaults
to the first 10 textures in the .map's wad), left mouse drag the current
texture from either the frequent use palette or the main texture palette
to the frequent texture you want to replace. You can duplicate entries,
though I don't know why this would be desirable. The frequent area shows
the most frequently used textures in the current .map file. Hit the "Calc."
button to calculate/recalculate this at any time. The textures are shown
in most to least order from left to right.
- Let me know if it would be desirable
to save the "favorites" list for either a particular .wad file,
or for a .map file and why one is better than the other...
- I rearranged some of the edit menu
stuff to make it more logical and not so long.
- I totally redid the Texture Settings
stuff. It is now a dialog that you can invoke right after starting BSP.
Use the mouse to choose the best looking thumbnail (this only matters,
by the way, for 16bpp and 24bpp users). Hit the "Save" button
once you find the right settings. This will set the entries in bsp.ini
for you. You will need to restart BSP to see the changes in effect. I hope
this helps, as the overwhelming number of users having problems with BSP
send me messages about the textures being green/blue/purple. At some point
I will put the rest of the settings into a Preferences dialog box (one
of my New Year's resolutions)...
- Dragging of very small brushes
using a very small grid should be operative now.
- Added ability to use an arbitrary
scale. Mininum is 1% and Max is 1600%. If you put in garbage, the display
will go to 1%.
Version 0.62b, 12/24/96
- Wireframe outline in 3D flat and
textured preview. Set the colors in the bsp.ini. I added a button to the
button bar and a menu option to toggle the outline on and off.
- Selection of brushes in 3D flat
and textured preview. Finally, the _exact_ brush you click on will be selected.
This is cool.
- Perspective for 3D view is more
in line with that of the wire frame 3D view.
- Leak search option under Edit menu.
SAVE YOUR MAP FIRST. This compares adjacent brushes looking
for faces that almost adjoin and prompts to "equalize" them.
See the bsp.ini settings added for a fuller explanation. There are some
tolerances that can be adjusted for this (if you're brave enough). It's
pretty cool, but does not catch all leaks, of course. If you choose automatically
to seal the leaks, you won't be prompted. Otherwise, you will be prompted
and the 2D views will be centered on the two potentially "leaky"
brushes. Let me know if you have suggestions on how to improve this functionality.
- Texture moving in the 3D view:
- Ctrl Drag on current face (yellow
wireframe outline): Adjust texture shift values (S,T). Current values displayed
in upper left corner during drag.
- Shift Drag on current face: Adjust
scale values (SX, SY). Current values displayed in upper left.
- Ctrl Shift Drag on current face:
Adjust rotation angle (R). Current angle displayed in upper left.
- Leak file .pts processing reduced
to 2000 points for now.
Version 0.61b, 12/19/96
- Multiple texture wads (without
having to wait when switching maps). I don't know how stable this is if
you open a ton of different texture .wad files... but it seems to work
okay for me.
- Export current group or export
visible groups button added to Groups Window. If you export a group that
does not have an info_player_start entity, one is added to the .map file
that is written. If you export only entities (and no world brushes), light
will crash trying to compile your level and quake will die, too. But why
would you want to do this anyway?
- Added an option to bsp.ini to turn
off the querying of wall thickness for making/extruding rooms. If set to
0, then gridsize is used by default (the _old_ way, go figure).
- Ctrl Dragging, in the XY Views,
away (i.e., not on a vertex (which is rotation) and not peforming a connect
entities operation) from the selected brush will drag the "current"
(yellow) plane of the brush. Use Numpad 7/9 to cycle through faces of current
brush.
- Leak file processing (the .pts
files that qbsp.exe creates) can now be loaded under File | Leaks | Load
.pts. The leak trail is shown in yellow on the 2D XY views and on the 3D
view. Leak data is displayed until you choose File | Leaks | Stop, or load
another leak file. I have limited the number of points to 32000. Let me
know if more are needed.
Version 0.60b, 12/12/96
- Smoother mouse interaction
- Free rotation of selected brush
in XY Windows. Ctrl-left click on one of the yellow vertices and drag mouse
to rotate. Other vertices work sometimes (still tweaking this). Rotation
occurs around the selection's centroid. Rotation is restricted to 1 degree
increments.
- Fixed cloning bugs where wrong
entity would be updated.
- Alt-B now sets current brush textures.
Alt-F sets current face texture
- Selected Brush View should be centered.
- Fixed incorrect default info in
ents.qc for one of the entities (said 1000 when it should have said 100)
- A bunch of other stuff I did about
1 month ago and now have forgotten
- BSP.ini option to turn off the
crosshair cursor in XY views
- WorldCraft-like Shift-Left mouse
and hold cycling of potentially hit brushes for selecting brushes. Great
idea Ben!
- BSP.ini setting for cycling delay
- BSP.ini setting for number of brushes
to display when dragging multiple brushes (to speed up processing put in
a limit. A -1 means use all selected brushes).
Some links...
Where I Work - My Resume, Etc.
Thred- This is an excellent
editor
WorldCraft- This is also
an excellent editor
Quest - An excellent DOS based
editor (no longer being maintained though) (fixed QBSP also available at
this site)
Thunder - Looks
very good
QuMa - Another editor
for Windows
PolyEd
- Another Quake editor
Brian's Quake Page
Gulf Breeze, Inc.'s Quake
Page - General Editing News
Film at 11 (Quake
Map Reviews and Info)
Tic's
Home Page
QuakeLab - Quake
editing information of all kinds - probably the coolest How-To editing
site
Quake PAK Yellow
Pages
id Software - Buy their stuff.
Quake Level Editing
News (The best editor news page, with reveews, interviews, etc.) Updated
often, but now turned into a Quake-C, etc. page.
Quake Editing Page (Good
technical info)
Quake Map Specs
(More technical info)
Stomped (Huge site)
Redwood's (Much
info here)
blue's Quake
Rag (Also much info - very current news)
BSP Tree FAQ (Good starting
point on theory of binary space partitioning)
A new screen shot, 12/19/96 (click
to see at 1280 x 1024 -- Not working, I'm out of space for this Web Page
and can't upload the full image...argh.)

- Work in progress
- Master to do list as of 12/12/96 (I will update
this soon)
- Undo
- Don't force camera position to be "centered" in 2D view panes?
Thinking about it...
- Prefab Ramp
- Rendering in XY and SBV windows
- Shearing in SBV window
- Change entity type
- More robust Leakfile handling
- Jump to specific coordinates
- Multiple, offset copies
- Constrain camera to "look at" a specified
point/brush
- Default file names to .map if none specified
- Embedded group hierarchies
- Revolve object from data file
- Constrain motion to certain axes
- Prefab "fence"
- Extrude brush from 2D set of points created with
mouse
- Add pitch angle control to 3D view like the yaw
control
- Select all within brush, ignoring height (like
partial/total select, but don't worry about height)
- Use 360 instead of angle 0 ???
- Gravity walkthru of level.
- Lighting in preview (not for a while...)
- More "canned" items: tunnels, bridges,
doors, teleporters, etc.
- Drawing / Rendering Speed (partly done) Optimize/optimize/optimize...
- Any suggestions?
If you have questions or comments, e-mail me,
Yahn Bernier, at
bernier@atlanta.com