A tool for view and edit GoldSrc maps, and merging Sven Co-op maps without decompiling.
This fork support multiple bsp formats: BSP2,2PSB,29,bsp30ex,broken clipnodes.
To launch the 3D editor, drag and drop a .bsp file onto the executable/window, or "Open with" bspguy, or run bspguy
without args.
See the wiki for tutorials.
- Keyvalue editor with FGD support
- Entity + BSP model creation and duplication
- Easy object movement and scaling
- Vertex manipulation + face splitting
- Used to make perfectly shaped triggers. A box is often good enough, though.
- BSP model origin movement/alignment
- Optimize + clean commands to prevent overflows
- Hull deletion + redirection + creation
- clipnode generation is similar to
-cliptype legacy
in the CSG compiler (the worst method)
- clipnode generation is similar to
- Basic face editing
- Texture Rotation
- Face Editor Update(better texture support, verts manual editor, etc, but without texture browser)
- Cull leaf faces (for example 0 solid leaf for cleanup)
- Leaf Editor (WIP)
- Export obj, wad, ent, bsp/bspmodel, hlrad files.
- Import wad, ent, bsp(in two modes)
- Render .BSP and .MDL models.
- Render .SPR sprites (WIP).
- Full support for "angle" and "angles" keyvalue.
- Full featured LightMap Editor for edit single or multiple faces.
- Updated Entity Report, added search by any parameters and sorting by fgd flags.
- Added "undo/redo" support for many manipulations. (Move ents/origin, etc)
- Added move model(as option for transforming, like move origin)
- Added CRC-Spoofing(now possible to replace original map and play it on any servers)
- Updated controls logic(now can't using hotkeys and manipulation, if any input/window is active)
- Support J.A.C.K fgd files
- Keyvalue editor can be used for edit all selected entities
- Protect map (anti-decompile, WIP)
- Overview helper widget ...
The editor is full of bugs, unstable, and has undo button not works for some cases. Save early and often! Make backups before experimenting with anything.
Requires OpenGL 3.0 or later.
- Click
File
->Settings
->General
- Set the
Game Directory
, then clickApply Changes
. - Click the 'Assets' tab and enter full or relative path to mod directories (cstrike/valve and etc)
- This will fix the missing textures
- Click the
FGDs
tab and add the full or relative path to your mod_name.fgd. ClickApply Changes
.- This will give point entities more colorful cubes, and enable the
Attributes
tab in theKeyvalue editor
.
- This will give point entities more colorful cubes, and enable the
newbspguy saves configuration files to executable folder
Some functions are only available via the CLI.
Usage: bspguy <command> <mapname> [options]
<Commands>
info : Show BSP data summary
merge : Merges two or more maps together
noclip : Delete some clipnodes/nodes from the BSP
simplify : Simplify BSP models
delete : Delete BSP models
transform : Apply 3D transformations to the BSP
unembed : Deletes embedded texture data
exportobj : Export bsp geometry to obj [WIP]
cullfaces : Remove leaf faces from map
exportlit : Export .lit (Quake) lightdata file
importlit : Import .lit (Quake) lightdata file to map.
exportrad : Export RAD.exe .ext & .wa_ files for hlrad.exe
exportwad : Export all map textures to .wad file
importwad : Import all .wad textures to map
Run 'bspguy <command> help' to read about a specific command.
- Install Visual Studio 2022
- Visual Studio: Make sure to checkmark "Desktop development with C++" if you're installing for the first time.
- Download and extract the source somewhere
- Open vs-project/bspguy.sln
- Install Git, CMake, X11, GLEW, and a compiler.
- Debian:
sudo apt install build-essential git cmake libx11-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libgl1-mesa-dev xorg-dev libglfw3-dev libglew-dev
- Debian:
- Download the source:
git clone https://github.com/wootguy/bspguy.git
- Open a terminal in the
bspguy
folder and run these commands:(a terminal can usually be opened by pressing F4 with the file manager window in focus)mkdir build; cd build cmake .. -DCMAKE_BUILD_TYPE=RELEASE make