srctools.bsp
Read and write parts of Source BSP files.
Data from a read BSP is lazily parsed when each section is accessed.
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class
srctools.bsp.
BSP_LUMPS
(value) Bases:
Enum
All the lumps in a BSP file.
The values represent the order lumps appear in the index. Some indexes were reused, so they have aliases.
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ENTITIES
= 0 self.ents
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PLANES
= 1 self.planes
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TEXDATA
= 2
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VERTEXES
= 3 self.vertexes
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VISIBILITY
= 4
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NODES
= 5 self.nodes
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TEXINFO
= 6 self.texinfo
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FACES
= 7 self.faces
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LIGHTING
= 8
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OCCLUSION
= 9
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LEAFS
= 10 self.leafs
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FACEIDS
= 11
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EDGES
= 12
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SURFEDGES
= 13 self.surfedges
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MODELS
= 14 self.bmodels
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WORLDLIGHTS
= 15
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LEAFFACES
= 16
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LEAFBRUSHES
= 17
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BRUSHES
= 18 self.brushes
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BRUSHSIDES
= 19
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AREAS
= 20
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AREAPORTALS
= 21
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PORTALS
= 22 Aliases:
UNUSED0
,PROPCOLLISION
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CLUSTERS
= 23 Aliases:
UNUSED1
,PROPHULLS
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PORTALVERTS
= 24 Aliases:
UNUSED2
,PROPHULLVERTS
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CLUSTERPORTALS
= 25 Aliases:
UNUSED3
,PROPTRIS
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DISPINFO
= 26
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ORIGINALFACES
= 27 self.orig_faces
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PHYSDISP
= 28
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PHYSCOLLIDE
= 29
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VERTNORMALS
= 30
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VERTNORMALINDICES
= 31
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DISP_LIGHTMAP_ALPHAS
= 32
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DISP_VERTS
= 33
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DISP_LIGHTMAP_SAMPLE_POSITIONS
= 34
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GAME_LUMP
= 35
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LEAFWATERDATA
= 36 self.water_leaf_info
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PRIMITIVES
= 37 self.primitives
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PRIMVERTS
= 38
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PRIMINDICES
= 39
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PAKFILE
= 40 self.pakfile
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CLIPPORTALVERTS
= 41
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CUBEMAPS
= 42 self.cubemaps
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TEXDATA_STRING_DATA
= 43
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TEXDATA_STRING_TABLE
= 44 self.textures
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OVERLAYS
= 45 self.overlays
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LEAFMINDISTTOWATER
= 46
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FACE_MACRO_TEXTURE_INFO
= 47
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DISP_TRIS
= 48
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PROP_BLOB
= 49 Alias:
PHYSCOLLIDESURFACE
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WATEROVERLAYS
= 50
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LEAF_AMBIENT_INDEX_HDR
= 51 Alias:
LIGHTMAPPAGES
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LEAF_AMBIENT_INDEX
= 52 Alias:
LIGHTMAPPAGEINFOS
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LIGHTING_HDR
= 53
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WORLDLIGHTS_HDR
= 54
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LEAF_AMBIENT_LIGHTING_HDR
= 55
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LEAF_AMBIENT_LIGHTING
= 56
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XZIPPAKFILE
= 57
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FACES_HDR
= 58 self.hdr_faces
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MAP_FLAGS
= 59
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OVERLAY_FADES
= 60
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OVERLAY_SYSTEM_LEVELS
= 61
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PHYSLEVEL
= 62
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DISP_MULTIBLEND
= 63
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class
srctools.bsp.
VERSIONS
(value) Bases:
Enum
The BSP version numbers for various games.
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VER_17
= 17
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VER_18
= 18
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VER_19
= 19 Aliases:
HL2
,CS_SOURCE
,DOF_SOURCE
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VER_20
= 20 Aliases:
HL2_EP1
,HL2_EP2
,HL2_LC
,GARYS_MOD
,TF2
,PORTAL
,L4D
,ZENO_CLASH
,DARK_MESSIAH
,VINDICTUS
,THE_SHIP
,BLACK_MESA
,BLOODY_GOOD_TIME
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VER_21
= 21 Aliases:
L4D2
,ALIEN_SWARM
,PORTAL_2
,CS_GO
,DEAR_ESTHER
,STANLEY_PARABLE
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VER_22
= 22 Aliases:
INFRA
,DOTA2
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VER_29
= 29
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CONTAGION
= 23
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CHAOSSOURCE
= 25
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DESOLATION_OLD
= 42
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VITAMINSOURCE
= 43
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class
srctools.bsp.
BSP
() A BSP file.
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game_ver
: GameVersion
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lump_layout
: LumpDataLayout
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pakfile
: ParsedLump[ZipFile] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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ents
: ParsedLump[VMF] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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textures
: ParsedLump[List[str]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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texinfo
: ParsedLump[List[TexInfo]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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cubemaps
: ParsedLump[List[Cubemap]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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overlays
: ParsedLump[List[Overlay]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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bmodels
: ParsedLump[WeakKeyDictionary[Entity, BModel]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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brushes
: ParsedLump[List[Brush]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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visleafs
: ParsedLump[List[VisLeaf]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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water_leaf_info
: ParsedLump[List[LeafWaterInfo]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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nodes
: ParsedLump[List[VisTree]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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visibility
: ParsedLump[Visibility | None] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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vertexes
: ParsedLump[List[Vec]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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surfedges
: ParsedLump[List[Edge]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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planes
: ParsedLump[List[Plane]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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faces
: ParsedLump[List[Face]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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orig_faces
: ParsedLump[List[Face]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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hdr_faces
: ParsedLump[List[Face]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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primitives
: ParsedLump[List[Primitive]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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props
: ParsedLump[List[StaticProp]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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detail_props
: ParsedLump[List[DetailProp]] Allows access to parsed versions of lumps.
When accessed, the corresponding lump is parsed into an object tree. The lump is then cleared of data. When the BSP is saved, the lump data is then constructed.
If the lump name is bytes, it’s a game lump identifier.
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replace_lump
() None Write out the BSP file, replacing a lump with the given bytes.
This is deprecated, simply assign to the .data attribute of the lump.
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create_texinfo
() TexInfo -
create_texinfo
() TexInfo -
create_texinfo
(mat: str,) TexInfo
s_off: AnyVec = FrozenVec(),
s_shift: float = -99999.0,
t_off: AnyVec = FrozenVec(),
t_shift: float = -99999.0,
lightmap_s_off: AnyVec = FrozenVec(),
lightmap_s_shift: float = -99999.0,
lightmap_t_off: AnyVec = FrozenVec(),
lightmap_t_shift: float = -99999.0,
flags: SurfFlags = SurfFlags.NONE,
*,
fsys: FileSystem[Any], -
create_texinfo
(mat: str,) TexInfo
s_off: AnyVec = FrozenVec(),
s_shift: float = -99999.0,
t_off: AnyVec = FrozenVec(),
t_shift: float = -99999.0,
lightmap_s_off: AnyVec = FrozenVec(),
lightmap_s_shift: float = -99999.0,
lightmap_t_off: AnyVec = FrozenVec(),
lightmap_t_shift: float = -99999.0,
flags: SurfFlags = SurfFlags.NONE,
*,
reflectivity: AnyVec,
width: int,
height: int, Create or find a texinfo entry with the specified values.
The s/t offset and shift values control the texture positioning. The defaults are those used for overlays, but for brushes all must be specified. Alternatively copy_from can be provided an existing texinfo to copy from, if a texture is being swapped out.
In the BSP each material also stores its texture size and reflectivity. If the material has not been used yet, these must either be specified manually or a filesystem provided for the VMT and VTFs to be read from.
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is_cordoned_heuristic
() bool Guess to see if the map uses cordons.
There’s no definite flag, but we can guess based on the shape of the geometry. Cordoning causes a brush almost the map size units to be created, then the cordon regions carved out of it. So the overall map size will be very close to the max range.
This isn’t certain, since users could manually create brushes this large, but that’s not too likely.
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is_potentially_visible
(leaf1: VisLeaf, leaf2: VisLeaf) Tuple[bool, bool] Check if the first leaf can potentially see and hear the second.
Always returns True if visibility data has not been computed (self.visibility is None).
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set_potentially_visible
() None Override whether the first leaf can see/hear the second.
If either bool is none that value is left unaltered.
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packfile
() Iterator[ZipFile] A context manager to allow editing the packed content.
When successfully exited, the zip will be rewritten to the BSP file.
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static
write_ent_data
() bytes Generate the entity data lump.
Deprecated: Read and write
BSP.ents
instead.Parameters: - vmf – This accepts a VMF file like that returned from read_ent_data().
Brushes are ignored, so the VMF must use
*xx
model references. - use_comma_sep – This is used to force using either commas, or
0x1D
in I/O.
- vmf – This accepts a VMF file like that returned from read_ent_data().
Brushes are ignored, so the VMF must use
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static_props
() Iterator[StaticProp] Read in the Static Props lump.
Deprecated, use bsp.props.
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write_static_props
(props: List[StaticProp]) None Remake the static prop lump.
Deprecated, bsp.props is stored and resaved.
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class
srctools.bsp.
Lump
() Represents a lump header in a BSP file.
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class
srctools.bsp.
StaticProp
(model: str,)
origin: Vec,
angles: Angle = _Nothing.NOTHING,
scaling: Vec | float = _Nothing.NOTHING,
visleafs: Set[VisLeaf] = _Nothing.NOTHING,
solidity: int = 6,
flags: StaticPropFlags = StaticPropFlags.NONE,
skin: int = 0,
min_fade: float = 0.0,
max_fade: float = 0.0,
lighting: Vec = _Nothing.NOTHING,
fade_scale: float = -1.0,
min_dx_level: int = 0,
max_dx_level: int = 0,
min_cpu_level: int = 0,
max_cpu_level: int = 0,
min_gpu_level: int = 0,
max_gpu_level: int = 0,
tint: Vec = _Nothing.NOTHING,
renderfx: int = 255,
disable_on_xbox: bool = False,
lightmap_x: int = 32,
lightmap_y: int = 32, Represents a prop_static in the BSP.
Different features were added in different versions. v5+ allows fade_scale. v6 and v7 allow min/max DXLevel. v8+ allows min/max GPU and CPU levels. v7+ allows model tinting, and renderfx. v9+ allows disabling on XBox 360. v10+ adds 4 unknown bytes (float?), and an expanded flags section. v11+ adds uniform scaling.
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flags
: StaticPropFlags
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class
srctools.bsp.
StaticPropFlags
(value) Bases:
Flag
Bitflags specified for static props.
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NONE
= 0
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DOES_FADE
= 1
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HAS_LIGHTING_ORIGIN
= 2
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DISABLE_DRAW
= 4
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IGNORE_NORMALS
= 8
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NO_SHADOW
= 16
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SCREEN_SPACE_FADE
= 32
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NO_PER_VERTEX_LIGHTING
= 64
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NO_SELF_SHADOWING
= 128
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NO_FLASHLIGHT
= 256 Alias:
NO_LIGHTMAP
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BOUNCED_LIGHTING
= 1024
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value_prim
Return the data for the original flag byte.
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value_sec
Return the data for the secondary flag byte.
-
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class
srctools.bsp.
TexData
() Represents some additional infomation for textures.
Do not construct directly, use BSP.create_texinfo() or TexInfo.set().
-
classmethod
from_material
(fsys: FileSystem[Any], mat_name: str) TexData Given a filesystem, parse the specified material and compute the texture values.
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classmethod
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class
srctools.bsp.
TexInfo
(s_off: Vec,)
s_shift: float,
t_off: Vec,
t_shift: float,
lightmap_s_off: Vec,
lightmap_s_shift: float,
lightmap_t_off: Vec,
lightmap_t_shift: float,
flags: SurfFlags,
info: TexData, Represents texture positioning / scaling info.
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class
srctools.bsp.
Cubemap
(origin: Vec, size: int = 0) A env_cubemap positioned in the map.
The position is integral, and the size can be zero for the default or a positive number for different powers of 2.
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class
srctools.bsp.
Overlay
(id: int,)
origin: Vec,
normal: Vec,
texture: TexInfo,
face_count: int,
faces: List[int] = _Nothing.NOTHING,
render_order: int = 0,
u_min: float = 0.0,
u_max: float = 1.0,
v_min: float = 0.0,
v_max: float = 1.0,
uv1: Vec = _Nothing.NOTHING,
uv2: Vec = _Nothing.NOTHING,
uv3: Vec = _Nothing.NOTHING,
uv4: Vec = _Nothing.NOTHING,
fade_min_sq: float = -1.0,
fade_max_sq: float = 0.0,
min_cpu: int = 0,
max_cpu: int = 0,
min_gpu: int = 0,
max_gpu: int = 0, An overlay embedded in the map.
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class
srctools.bsp.
VisTree
(plane: Plane,)
mins: Vec,
maxes: Vec,
faces: List[Face],
area_ind: int,
child_neg: VisTree | VisLeaf = None,
child_pos: VisTree | VisLeaf = None, A tree node in the visleaf/BSP data.
Each of these is a plane splitting the map in two, which then has a child tree or visleaf on either side.
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class
srctools.bsp.
VisLeaf
(contents: BSPContents,)
cluster_id: int,
area: int,
flags: VisLeafFlags,
mins: Vec,
maxes: Vec,
faces: List[Face],
brushes: List[Brush],
water_id: int,
ambient: bytes = b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00',
min_water_dist: int = 65535, A leaf in the visleaf/BSP data.
The bounds are defined implicitly by the parent node planes.
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contents
: BSPContents
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flags
: VisLeafFlags
-
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class
srctools.bsp.
BModel
(mins: Vec,)
maxes: Vec,
origin: Vec,
node: VisTree,
faces: List[Face],
phys_keyvalues: Keyvalues | None = None,
phys_solids: List[bytes] = [], A brush model definition, used for the world entity along with all other brush ents.
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class
srctools.bsp.
PlaneType
(value) Bases:
Enum
The orientation of a plane.
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X
= 0
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Y
= 1
-
Z
= 2
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ANY_X
= 3
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ANY_Y
= 4
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ANY_Z
= 5
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from_normal
= <bound method PlaneType.from_normal of <enum 'PlaneType'>>
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class
srctools.bsp.
BrushSide
() A side of the original brush geometry which the map is constructed from.
This matches the original VMF.
-
srctools.bsp.
BrushContents
alias of
BSPContents