BSP Viewer v1.3.0 - NemPosted: Sep 17th, 2004 - 12:13:55 pm

I've released another version of BSP Viewer which takes advantage of HLLib's capabilities. The new version not only uses HLLib to load .wad files but can open multiple .gcf files to locate and load content from. This means BSP Viewer can now load textures embedded in .gcf files. The new version can also load and display skyboxes.

To take advantage of these new features be sure to set BSP Viewer up properly. To do this:

  1. Go to the Options menu and select Setup.
  2. In the MOD field enter the name of the MOD you want to use BSP Viewer for (valve, cstrike, dod, ns, etc.).
  3. In the UserPath field select your Steam user path (Steam\SteamApps\
  4. Add all the packages your MOD uses (half-life.gcf should always be added).

You can download BSP Viewer from the downloads page.

BSP Viewer
Modified: May 6th, 2005 - 4:47:53 pm[ 51718 Views ]

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1. NoBodyModified: Sep 17th, 2004 - 2:38:50 pm

This one is so grate that i will spell out nice in cabs.


but still some more could have ben better implemented sutch as loading a .bsp from a .gcf, reverting to the olde wads if gcf is not avalibe (steam running).

they sky only rendering where ther is sky texture, althow the way it is done now is probably faster then what half-life dose.

ow and there is still a error where alot of entitis ends up at 0.0.0 instead of there real place.
(look at c1a1 for excample)

and i still get a exception unhandeled when shuting down after having shell executed a map,

have you consederet rendering models, using parts of the HLMV code

2. NemPosted: Sep 17th, 2004 - 8:14:05 pm


This is how BSPViewer searches for resources:

For every package you added to you package list (not every package that is open) Do
Try to locate the file at Steam\SteamApps\\package\mod.
Try to locate the file at Steam\SteamApps\\package\valve.
End For

For every package you added to you package list (that is open) Do
Try to locate the file at root\mod.
Try to locate the file at root\valve.
End For

The above works for official and third party MODs, but does not work for the WON Half-Life installation (may add support for WON latter, I just didn't have WON installed to test it on). If Steam is open the second loop will simply do nothing, if the resources are on your hard drive they should still be found though.

The ability to browse and load bsp files from loaded packages is something I plan to add in the next release.


To render the skybox to the sky faces you have to:

Render all geometry (except sky faces).
Render the sky faces to the stencil buffer.
Render the sky using the stencil buffer as a mask.

It is a bit of a pain in the ass and I wanted to try and separate the sky and bsp so they aren't dependant on each other (makes the code clean and reusable). In most cases you shouldn't notice that the process is different then in Half-Life (in fact I'm surprised you did).


I've been meaning to fix the bug that causes origin entities to appear at 0, 0, 0, I really just need to sit down and try and figure out how Half-Life does it. (I've been putting it off to be honest.)

Shell Execution

I wasn't aware of an exception, what exception is thrown?


I may add support for models in a latter version (certainly now that I can load them from the various package formats helps a lot) the main thing that is keeping me from adding them is the fact that it is a fair bit of work and model entities are not standardized across all MODs.


3. NoBodyModified: Sep 18th, 2004 - 11:56:27 am

i would actualy prefere if it was only models where the path where specifyed that was drawn, as that would be a detail model and nice to have in there if you where making screen shots using bspviewer, having entitys draw would stil be nice but you shold probably have them as a sepporat option as they are not the same for all mods.

Shell Execution
heres the error, if you want more infor you will have to tell me how to get it. (no log)

my problems with the wads is probably that i place them outside steam so that resgen doesn't add them to the res file and don't junck up the game folder.

probably just adding a thered sertch (like it was for 1.22) would fix it in bouth my and won users case.

the sky rendering isn't actualy that big a problem, i mainly notest it bacause that the cky was drawn where i had null and bevel on a outher wall and that the sky is drawn when out side the map. the oly reason i would want it like in hl would be to see what polys where deleted but as long as you keep the sky texture under the special rendere that would stil be easy to do, besides then if sky rendre where off the sky would then have to go back in to the normal rendre pass, so just keap it as is, this way you will also be able to take screen shot from fare away and still have full sky.

ow and maby a setting for the fly speed and what texture i am looking at (again jsut sugestions)

4. steven_m64Posted: Sep 19th, 2004 - 8:26:06 am

i love this new version it works perfectly for me so far.

5. steven_m64Posted: Sep 19th, 2004 - 8:34:18 am

this makes me wish hammer used hllib so would not need to extract files.

i hope hl2's hammer supports reading from gcf's shrug

6. NemModified: Sep 20th, 2004 - 7:07:45 pm

I'll see if I can smooth out the resource locator to be more flexible. I could possibly add a last resort scanning algorithm to find resources.

I'm thinking of adding an additional side panel that will display entities and their properties. I may make it so users can mouse pick models and select them in the entity view. Mouse picking would be required to figure out what texture the user is looking at so I might as well reuse it if I add it. Models will most likely come in a latter version but the above will allow me to flush out the entity code.

Shell Execution
That's an odd error because the error message does not contain a stack trace like it should. Almost makes me think it is a .NET problem; ill look into it none the less.

An option to set the camera speed wouldn't be too hard to add. Are you aware that holding your shift key speeds your camera up and holding the ctrl key slows your camera down?

A little unrelated but here is a development picture of the package browser. You can use it to open BSP files and extract other files. You can also hide it.

7. NoBodyPosted: Sep 21st, 2004 - 12:53:54 am

sound nice looks nice so dose the map :)

didn't know about the the slow down, will see if that's the speed i want :)

when you are already adding the entity to show you could might as weal add the ability to chang there probatys. (yeay finaly a direct bsp editor :P)

8. NemModified: Oct 13th, 2004 - 1:08:21 pm
Since I'm changing a lot of core code I've uploaded a beta <removed>. This beta is a patch for your 1.3.0 installation. So far the beta includes:
  • Added a package browser.
  • Added an entity browser.
  • Added the ability to select a bsp model.
  • Added the ability to mouse pick a bsp model.
  • Fixed origin entities.
  • Added 'special entity' list.
  • Added .3DS exportation option.
  • Added .MAP exportation option.
  • Improved memory usage.
  • Improved texture exportation options.
I will update this patch and change log as I add more features.

Edit: Beta link removed, 1.4.0 will be uploaded shortly. Thanks to everyone who tested it.

9. SlackillerPosted: Sep 24th, 2004 - 5:51:12 pm

trying it out now theforce

10. NoBodyModified: Sep 26th, 2004 - 7:12:02 am

looks very promising

it not giving me the error any more, thow i am on a different system but it the excact same OS

11. NemPosted: Sep 26th, 2004 - 10:40:51 pm


Thats odd, I didn't change the shell execution code...

Anyways, I uploaded a new version today; this one can export .map files (same beta link as above). It does this in a similar way to BSPtwoMAP (I think) in that it creates a thin beveled brush for each face in the BSP. The overall result is quite good though, and it only generates a small number of invalid brushes (which I hope to fix).

12. wojcPosted: Sep 30th, 2004 - 3:50:23 am

the 1.4 version is very
A question: in the future version, is it possible to ad a export command to .3DS?
Sorry for my English, i'm a french man...

13. BmenneskePosted: Sep 30th, 2004 - 4:07:57 pm

Thanks for a really nice tool!
Are we supposed to "see" the spawnpoints now? I used your tool to find the right coordinates for modding de_cpl_mill with 34 spawns, and I really missed a sort of visual oversight of the spawnpoints. Am I doing something wrong?
I have used SpawnPointEditor for this purpose before, but it stop working some time ago (probably some update from VALVe..).
I just mod spawnpoints with ripent, for our 32 player server, so I am not clever at this...
Thanks for your help!

14. NemPosted: Sep 30th, 2004 - 6:57:53 pm


I may add .3ds export support in a latter release as XSI has messed up texture coordinates (would have added .3ds support to start with if I had known that).


I plan to add a bounding boxes for nonsolid entities (so you would see a wireframe box where the entity lies similar to the wireframe outline of solid entities). I will likely also add the ability to save .bsp files, this will, however, take a bit of work as BSPViewer wasn't originally designed with saving in mind.

15. wojcPosted: Oct 1st, 2004 - 12:10:12 am

Thanks for reply....
I wait and see the new release with 3ds export.....


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