srctools.bsp

Read and write parts of Source BSP files.

Data from a read BSP is lazily parsed when each section is accessed.

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.

ENTITIES = 0
PLANES = 1
TEXDATA = 2
VERTEXES = 3
VISIBILITY = 4
NODES = 5
TEXINFO = 6
FACES = 7
LIGHTING = 8
OCCLUSION = 9
LEAFS = 10
FACEIDS = 11
EDGES = 12
SURFEDGES = 13
MODELS = 14
WORLDLIGHTS = 15
LEAFFACES = 16
LEAFBRUSHES = 17
BRUSHES = 18
BRUSHSIDES = 19
AREAS = 20
AREAPORTALS = 21
PORTALS = 22

Aliases: UNUSED0, PROPCOLLISION

CLUSTERS = 23

Aliases: UNUSED1, PROPHULLS

PORTALVERTS = 24

Aliases: UNUSED2, PROPHULLVERTS

CLUSTERPORTALS = 25

Aliases: UNUSED3, PROPTRIS

DISPINFO = 26
ORIGINALFACES = 27
PHYSDISP = 28
PHYSCOLLIDE = 29
VERTNORMALS = 30
VERTNORMALINDICES = 31
DISP_LIGHTMAP_ALPHAS = 32
DISP_VERTS = 33
DISP_LIGHTMAP_SAMPLE_POSITIONS = 34
GAME_LUMP = 35
LEAFWATERDATA = 36
PRIMITIVES = 37
PRIMVERTS = 38
PRIMINDICES = 39
PAKFILE = 40
CLIPPORTALVERTS = 41
CUBEMAPS = 42
TEXDATA_STRING_DATA = 43
TEXDATA_STRING_TABLE = 44
OVERLAYS = 45
LEAFMINDISTTOWATER = 46
FACE_MACRO_TEXTURE_INFO = 47
DISP_TRIS = 48
PROP_BLOB = 49

Alias: PHYSCOLLIDESURFACE

WATEROVERLAYS = 50
LEAF_AMBIENT_INDEX_HDR = 51

Alias: LIGHTMAPPAGES

LEAF_AMBIENT_INDEX = 52

Alias: LIGHTMAPPAGEINFOS

LIGHTING_HDR = 53
WORLDLIGHTS_HDR = 54
LEAF_AMBIENT_LIGHTING_HDR = 55
LEAF_AMBIENT_LIGHTING = 56
XZIPPAKFILE = 57
FACES_HDR = 58
MAP_FLAGS = 59
OVERLAY_FADES = 60
OVERLAY_SYSTEM_LEVELS = 61
PHYSLEVEL = 62
DISP_MULTIBLEND = 63
class srctools.bsp.VERSIONS(value)

Bases: Enum

The BSP version numbers for various games.

VER_17 = 17
VER_18 = 18
VER_19 = 19

Aliases: HL2, CS_SOURCE, DOF_SOURCE

VER_20 = 20

Aliases: HL2_EP1, HL2_EP2, HL2_LC, GARYS_MOD, TF2, PORTAL, L4D, ZENO_CLASH, DARK_MESSIAH, VINDICTUS, THE_SHIP, BLOODY_GOOD_TIME

VER_21 = 21

Aliases: L4D2, ALIEN_SWARM, PORTAL_2, CS_GO, DEAR_ESTHER, STANLEY_PARABLE

VER_22 = 22

Aliases: INFRA, DOTA2

VER_29 = 29
CONTAGION = 23
DESOLATION = 42
class srctools.bsp.BSP(
filename: Union[str, _os.PathLike[str]],
version: VERSIONS = None,
)

A BSP file.

version: Union[VERSIONS, int]
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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

read() None

Load all data.

save(filename: Optional[str] = None) None

Write the BSP back into the given file.

read_header() None

No longer used.

read_game_lumps() None

No longer used.

replace_lump(
new_name: str,
lump: Union[BSP_LUMPS, Lump],
new_data: bytes,
) 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.

get_lump(lump: BSP_LUMPS) bytes

Return the contents of the given lump.

get_game_lump(lump_id: bytes) bytes

Get a given game-lump, given the 4-character byte ID.

create_texinfo(
mat: str,
*,
copy_from: TexInfo,
fsys: FileSystem,
) TexInfo
create_texinfo(
mat: str,
*,
copy_from: TexInfo,
reflectivity: Vec,
width: int,
height: int,
) TexInfo
create_texinfo(
mat: str,
s_off: Vec = Vec(),
s_shift: float = -99999.0,
t_off: Vec = Vec(),
t_shift: float = -99999.0,
lightmap_s_off: Vec = Vec(),
lightmap_s_shift: float = -99999.0,
lightmap_t_off: Vec = Vec(),
lightmap_t_shift: float = -99999.0,
flags: SurfFlags = SurfFlags.NONE,
*,
fsys: FileSystem,
) TexInfo
create_texinfo(
mat: str,
s_off: Vec = Vec(),
s_shift: float = -99999.0,
t_off: Vec = Vec(),
t_shift: float = -99999.0,
lightmap_s_off: Vec = Vec(),
lightmap_s_shift: float = -99999.0,
lightmap_t_off: Vec = Vec(),
lightmap_t_shift: float = -99999.0,
flags: SurfFlags = SurfFlags.NONE,
*,
reflectivity: Vec,
width: int,
height: int,
) TexInfo

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.

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.

read_texture_names() Iterator[str]

Iterate through all brush textures in the map.

packfile() Iterator[ZipFile]

A context manager to allow editing the packed content.

When successfully exited, the zip will be rewritten to the BSP file.

read_ent_data() VMF

Deprecated function to parse the entdata lump.

Use BSP.ents directly.

static write_ent_data(
vmf: VMF,
use_comma_sep: Optional[bool] = None,
*,
_show_dep: bool = True,
) 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.
static_prop_models() Iterator[str]

Yield all model filenames used in static props.

static_props() Iterator[StaticProp]

Read in the Static Props lump.

Deprecated, use bsp.props.

write_static_props(props: List[StaticProp]) None

Remake the static prop lump.

Deprecated, bsp.props is stored and resaved.

vis_tree() VisTree

Parse the visleaf data, and return the root node.

class srctools.bsp.Lump(
type: BSP_LUMPS,
version: int,
data: bytes = b'',
is_compressed: bool = False,
)

Represents a lump header in a BSP file.

type: BSP_LUMPS
version: int
data: bytes
is_compressed: bool
class srctools.bsp.StaticProp(
model: str,
origin: Vec,
angles: Angle = NOTHING,
scaling: float = 1.0,
visleafs: Set[VisLeaf] = NOTHING,
solidity: int = 6,
flags: StaticPropFlags = StaticPropFlags.NONE,
skin: int = 0,
min_fade: float = 0.0,
max_fade: float = 0.0,
lighting: Vec = 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,
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 and removes XBox disabling.

model: str
origin: Vec
angles: Angle
scaling: float
visleafs: Set[VisLeaf]
solidity: int
flags: StaticPropFlags
skin: int
min_fade: float
max_fade: float
lighting: Vec
fade_scale: float
min_dx_level: int
max_dx_level: int
min_cpu_level: int
max_cpu_level: int
min_gpu_level: int
max_gpu_level: int
tint: Vec
renderfx: int
disable_on_xbox: bool
lightmap_x: int
lightmap_y: int
class srctools.bsp.StaticPropFlags(value)

Bases: Flag

Bitflags specified for static props.

NONE = 0
DOES_FADE = 1
HAS_LIGHTING_ORIGIN = 2
DISABLE_DRAW = 4
IGNORE_NORMALS = 8
NO_SHADOW = 16
SCREEN_SPACE_FADE = 32
NO_PER_VERTEX_LIGHTING = 64
NO_SELF_SHADOWING = 128
NO_FLASHLIGHT = 256

Alias: NO_LIGHTMAP

BOUNCED_LIGHTING = 1024
value_prim

Return the data for the original flag byte.

value_sec

Return the data for the secondary flag byte.

class srctools.bsp.TexData(
mat: str,
reflectivity: Vec,
width: int,
height: int,
)

Represents some additional infomation for textures.

Do not construct directly, use BSP.create_texinfo() or TexInfo.set().

mat: str
reflectivity: Vec
width: int
height: int
classmethod from_material(fsys: FileSystem, mat_name: str) TexData

Given a filesystem, parse the specified material and compute the texture values.

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.

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
property mat: str

The material used for this texinfo.

property reflectivity: Vec

The reflectivity of the texture.

property tex_size: Tuple[int, int]

The size of the texture.

set(
bsp: BSP,
mat: str,
*,
fsys: FileSystem,
) None
set(
bsp: BSP,
mat: str,
reflectivity: Vec,
width: int,
height: int,
) None

Set the material used for this texinfo.

If it is not already used in the BSP, some additional info is required. This can either be parsed from the VMT and VTF, or provided directly.

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.

origin: Vec
size: int
property resolution: int

Return the actual image size.

class srctools.bsp.Overlay(
id: int,
origin: Vec,
normal: Vec,
texture: TexInfo,
face_count: int,
faces: List[int] = 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,
uv2: Vec = NOTHING,
uv3: Vec = NOTHING,
uv4: Vec = 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.

id: int
origin: Vec
normal: Vec
texture: TexInfo
face_count: int
faces: List[int]
render_order: int
u_min: float
u_max: float
v_min: float
v_max: float
uv1: Vec
uv2: Vec
uv3: Vec
uv4: Vec
fade_min_sq: float
fade_max_sq: float
min_cpu: int
max_cpu: int
min_gpu: int
max_gpu: int
class srctools.bsp.VisTree(
plane: Plane,
mins: Vec,
maxes: Vec,
faces: List[Face],
area_ind: int,
child_neg: Union[VisTree, VisLeaf] = None,
child_pos: Union[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.

plane: Plane
mins: Vec
maxes: Vec
faces: List[Face]
area_ind: int
child_neg: Union[VisTree, VisLeaf]
child_pos: Union[VisTree, VisLeaf]
property plane_norm: Vec

Deprecated alias for tree.plane.normal.

property plane_dist: float

Deprecated alias for tree.plane.dist.

test_point(point: Vec) Optional[VisLeaf]

Test the given point against us, returning the hit leaf or None.

iter_leafs() Iterator[VisLeaf]

Iterate over all child leafs, recursively.

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.

contents: BSPContents
cluster_id: int
area: int
flags: VisLeafFlags
mins: Vec
maxes: Vec
faces: List[Face]
brushes: List[Brush]
water_id: int
min_water_dist: int
test_point(point: Vec) Optional[VisLeaf]

Test the given point against us, returning ourself or None.

class srctools.bsp.BModel(
mins: Vec,
maxes: Vec,
origin: Vec,
node: VisTree,
faces: List[Face],
phys_keyvalues: Optional[Keyvalues] = None,
phys_solids: List[bytes] = [],
)

A brush model definition, used for the world entity along with all other brush ents.

mins: Vec
maxes: Vec
origin: Vec
node: VisTree
faces: List[Face]
phys_keyvalues: Optional[Keyvalues]
class srctools.bsp.Plane(
normal: Vec,
dist,
type: PlaneType = NOTHING,
)

A plane.

normal: Vec
dist: float
type: PlaneType
class srctools.bsp.PlaneType(value)

Bases: Enum

The orientation of a plane.

X = 0
Y = 1
Z = 2
ANY_X = 3
ANY_Y = 4
ANY_Z = 5
from_normal = <bound method PlaneType.from_normal of <enum 'PlaneType'>>
class srctools.bsp.Brush(
contents: BSPContents,
sides: List[BrushSide],
)

A brush definition.

contents: BSPContents
sides: List[BrushSide]
class srctools.bsp.BrushSide(
plane: Plane,
texinfo: TexInfo,
dispinfo: int,
is_bevel_plane: bool,
unknown_bevel_bits: int = 0,
)

A side of the original brush geometry which the map is constructed from.

This matches the original VMF.

plane: Plane
texinfo: TexInfo
is_bevel_plane: bool
srctools.bsp.BrushContents

alias of BSPContents