srctools.bsp

The BSP module allows reading and writing compiled maps. Note that the file format is composed of a large number of individual “lumps”, each independent from one another. Since there is a large amount of data, parsing occurs lazily - the first time an attribute is accessed, it will be parsed into proper data structures along with any dependent lumps. When saved, parsed lumps will be reconstructed, while unparsed lumps will be resaved unchanged.

In Team Fortress 2, support was added for compressed BSP files. Support for this is somewhat incomplete.

The data structures closely match the underlying file format, though some details are automatically handled. For full details, consult the VDC article on the format.

General Functionality

To load a BSP, simply construct BSP, passing the filename as a parameter. This will load the full file into memory, but only parse the main headers. Due to the complexity of BSP files, currently it is not possible to create one from scratch. Call :BSP.save() to save.

class srctools.bsp.BSP
__init__(
filename: StringPath,
version: VERSIONS | GameVersion | None = None,
)

Create and load a BSP.

Parameters:
  • filename – The filename to read.

  • version – Specify the expected file version, causing an error if the BSP does not match.

read(
self,
expected_version: VERSIONS | GameVersion | None = None,
) None

Reload the BSP file from disk.

Parameters:

expected_version – Specify the expected file version, causing an error if the BSP does not match.

save(self, filename: str | None = None) None:

Write the BSP back into the given file.

Parameters:

filename – If specified, overrides the originally read filename.

Versions

A number of attributes are available describing the versions. Known versions are stored as enums.

BSP.version: VERSIONS | int

The version ID in the file. Will be a VERSIONS enum if known, otherwise an integer.

BSP.game_ver: GameVersion

A srctools-specific version to identify some games with unique handling. Inferred from the version ID if specified there.

BSP.map_revision: int

A counter for the map revision. Incremented whenever Hammer saves the VMF.

class srctools.bsp.VERSIONS

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, BLACK_MESA, 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
CHAOSSOURCE = 25
DESOLATION_OLD = 42
VITAMINSOURCE = 43
class srctools.bsp.GameVersion

Bases: Enum

Identifies specific games which we need to detect and specially handle.

NORMAL = 'normal'
L4D2 = 'l4d2'
VITAMINSOURCE = 'vitaminsource'

Lumps

Each BSP lump is exposed via a number of properties. When first accessed, the data is parsed, and when saving, parsed data is re-exported. There are two types of lumps - the regular ones are always present and defined by their order, while “game lumps” are optional and use an associated 4-byte ID.

Many lumps contain arrays of data, which are indexed into by other lumps. This is mostly handled automatically - when parsing, the indexes are resolved into the referenced object. When saving, the object is added to the array automatically if not present, so there is no need to update the original lump. However, it is possible to clear that to remove unused values, if all lumps using the data have been parsed so they can refill the array.

In addition to using parsed objects, raw data for both lump types can be accessed with the following methods:

BSP.lumps

Maps a lump ID to the stored lump.

Type:

dict[BSP_LUMPS, Lump]

BSP.game_lumps

Maps a lump ID to the stored game lump. The key should be 4 characters long.

Type:

dict[bytes, Lump]

BSP.get_lump(lump: BSP_LUMPS) bytes

Return the contents of the given lump.

BSP.get_game_lump(lump_id: bytes) bytes

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

class srctools.bsp.BSP_LUMPS

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

self.ents

PLANES = 1

self.planes

TEXDATA = 2
VERTEXES = 3

self.vertexes

VISIBILITY = 4
NODES = 5

self.nodes

TEXINFO = 6

self.texinfo

FACES = 7

self.faces

LIGHTING = 8
OCCLUSION = 9
LEAFS = 10

self.leafs

FACEIDS = 11
EDGES = 12
SURFEDGES = 13

self.surfedges

MODELS = 14

self.bmodels

WORLDLIGHTS = 15
LEAFFACES = 16
LEAFBRUSHES = 17
BRUSHES = 18

self.brushes

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

self.orig_faces

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

self.water_leaf_info

PRIMITIVES = 37

self.primitives

PRIMVERTS = 38
PRIMINDICES = 39
PAKFILE = 40

self.pakfile

CLIPPORTALVERTS = 41
CUBEMAPS = 42

self.cubemaps

TEXDATA_STRING_DATA = 43
TEXDATA_STRING_TABLE = 44

self.textures

OVERLAYS = 45

self.overlays

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

self.hdr_faces

MAP_FLAGS = 59
OVERLAY_FADES = 60
OVERLAY_SYSTEM_LEVELS = 61
PHYSLEVEL = 62
DISP_MULTIBLEND = 63
class srctools.bsp.Lump(
type: BSP_LUMPS,
version: int,
data: bytes = b'',
is_compressed: bool = False,
)

Represents a lump header in a BSP file.

Members:

class srctools.bsp.GameLump(
id: bytes,
flags: int,
version: int,
data: bytes = b'',
)

Represents a game lump.

These are designed to be game-specific.

Members:

Entity Lump

BSP.ents: VMF

The entity lump stores all entities and their keyvalues. When parsed, this is exposed as a srctools.vmf.VMF object, since the entities function identically. However, all brushes are stored elsewhere, so solids attributes will all be blank and are ignored. See the BSP.bmodels attribute to locate the compiled brush data for an entity.

Aside from the entities, the rest of the VMF object is ignored.

BSP.bmodels: WeakKeyDictionary[Entity, BModel]

For each brush entity (including worldspawn) this defines the compiled brush data. Since this is a weak dictionary, removing entities will automatically clear their brush data. In engine, entities are linked to their brushes with a “model name” like *42. Any entity in this dictionary will have its model keyvalue overwritten to point to the specified model.

class srctools.bsp.BModel
mins: Vec
maxes: Vec

Axial bounding box surrounding the brush model.

origin: Vec

Original position of the brushes.

node: VisTree

References the root node for the visleaf tree for this brush model.

faces: list[Face]

All faces in this brush model, unsorted.

phys_keyvalues: Keyvalues | None

If this brush model is solid, this contains the VPhysics data. It is very similar to that in .phy model files. For each brush, this stores metadata like mass, surfaceprop, etc.

clear_physics() None

Delete the physics data for this brush model, and set the visleafs to non-solid.

This is useful to optimise if the entity is known to not be solid to physics objects.

Pakfile

BSP.pakfile: zipfile.ZipFile

The pakfile is an internal archive containing resources packed into the BSP for the level to use. By default, cubemaps are included here as well as patched brush materials VBSP generates for various purposes. Any file can be stored here, but only the zipfile.ZIP_STORED (no compression) format is allowed.

The returned zipfile wraps an io.BytesIO object, and will be closed/finalised automatically. Do not close it yourself.

Textures

Textures (really materials, the name is a GoldSource leftover) are stored as TexInfo objects, which contain the material as well as S/T positioning, lightmap and other data. This allows brushes with matching data to be shared. Overlays also use texinfo, but ignore the S/T positioning. VBSP stores some data derived from the material’s $basetexture in the BSP - its size and reflectivity. This means that creating TexInfo requires either providing this extra data manually, or supplying a FileSystem to automatically read this data from the material/texture files.

BSP.textures: list[str]

The raw list of materials used. Automatically appended to by texinfo.

BSP.texinfo: list[TexInfo]

Materials along with their positioning information.

To allow reusing existing values, the following method should be used to create each entry:

BSP.create_texinfo(
mat: str,
*,
copy_from: TexInfo,
fsys: FileSystem,
) TexInfo
BSP.create_texinfo(
mat: str,
*,
copy_from: TexInfo,
reflectivity: AnyVec,
width: int,
height: int,
) TexInfo
BSP.create_texinfo(
mat: str,
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,
) TexInfo
BSP.create_texinfo(
mat: str,
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,
) 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.

class srctools.bsp.TexInfo

Represents texture positioning / scaling info.

Overlays don’t use the offset/shifts, setting them to (0, 0, 0) and -99999.0 respectively.

TexInfo structures reference an additional TextData struct, containing texture size and reflectivity information. This is managed automatically.

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

Bitflags calculated from the material, like translucency, whether lighting calculation is required and portalability.

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.

Static Props

BSP.props: list[StaticProp]

prop_static entities are specially handled by VBSP, and stored in their own game lump (with ID sprp). This lump has undergone significant changes in various games, so many attributes may do nothing.

BSP.static_prop_version: StaticPropVersion = StaticPropVersion.UNKNOWN

The version number for static props is unreliable, with incompatible games using overlapping versions. The byte size of each prop structure is used to determine the precise version used. This stores the version detected to allow saving correctly. This can also be set manually before props is accessed to override the automatic detection.

class srctools.bsp.StaticProp(
model: str,
origin: ~srctools.math.Vec,
angles: ~srctools.math.Angle = NOTHING,
scaling: ~srctools.math.Vec | float = NOTHING,
visleafs: set[~srctools.bsp.VisLeaf] = NOTHING,
solidity: int = 6,
flags: ~srctools.bsp.StaticPropFlags = <StaticPropFlags.NONE: 0>,
skin: int = 0,
min_fade: float = 0.0,
max_fade: float = 0.0,
lighting: ~srctools.math.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: ~srctools.math.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.

model: str
origin: Vec

Position of the prop.

angles: Angle
scaling: Vec | float

Scaling factor for the prop, only available in CSGO and derived mods. Strata Source additionally adds the ability to scale independently in each axis. Either type can be set - only the X axis is used if only uniform scaling is supported.

visleafs: set[VisLeaf]

When compiled, VBSP uses the model geometry to statically determine the visleafs the model occupies and stores them here.

solidity: int
flags: StaticPropFlags
skin: int
min_fade: float
max_fade: float
lighting: Vec

This is the location used for non-vertex lighting, in world space. It defaults to the prop origin (or $illumposition value), but can be changed by info_lighting entities. There is no direct way to tell if this is custom or not.

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

Also known as “Render Colour”.

renderfx: int

Also known as “Render FX”, the alpha value used for the prop.

disable_on_xbox: bool
lightmap_x: int
lightmap_y: int
class srctools.bsp.StaticPropFlags

Bases: Flag

Bitflags specified for static props. These are actually split over two flag fields, but are merged here for simplicity.

NONE = 0
DOES_FADE = 1
HAS_LIGHTING_ORIGIN = 2
NO_FLASHLIGHT = 4

Alias: DISABLE_DRAW

This was nodraw in earlier versions, but it now prevents projected textures from affecting the prop.

IGNORE_NORMALS = 8
NO_SHADOW = 16
SCREEN_SPACE_FADE = 32

Use screen space fading. Obsolete since at least ASW.

NO_PER_VERTEX_LIGHTING = 64
NO_SELF_SHADOWING = 128
NO_SHADOW_DEPTH = 256

Alias: NO_LIGHTMAP

Disable affecting projected texture lighting. In games supporting lightmapped props (TF2), this instead disables per-luxel lighting.

BOUNCED_LIGHTING = 1024

Bounce lighting off the prop.

value_prim

Return the data for the original flag byte.

value_sec

Return the data for the secondary flag byte.

class srctools.bsp.StaticPropVersion

Bases: Enum

The detected version for static props.

Despite the format having version numbers, several engine branches use the same number but have various changes. Thanks to BSPSource for this information. We record the version in the file, and the size of the structure.

Name is set to prevent aliasing special variants that can’t lookup.

V4 = (4, 56)

V4 and V5 are used in original HL2 maps.

V5 = (5, 60)

Alias: DEFAULT

adds forcedFadeScale

V6 = (6, 64)

Some TF2 maps, adds min/max DX level

V7 = (7, 68)

Old L4D maps, adds rendercolor

V8 = (8, 68)

Main L4D, removes min/max DX, adds min/max GPU and CPU

V9 = (9, 72)

L4D2, adds disableX360.

V10 = (10, 76)

Old CSGO, adds new flags integer

V11 = (11, 80)

New CSGO, with uniform prop scaling.

V_LIGHTMAP_v7 = (7, 72)

Source 2013, also appears with version 7 but is identical. Based on v6, adds lightmapped props. Despite the version number, more like v6.

V_LIGHTMAP_v10 = (10, 72)
V_LIGHTMAP_MESA = (11, 80, 'Mesa')

Adds rendercolor to V10

V_CHAOS_V12 = (12, 80)

Changes the leaf list from uint16 to uint32

V_CHAOS_V13 = (13, 88)

Changes scale from one float to three for non-uniform scaling

UNKNOWN = (0, 0, 'unknown')

Indicates the lump has not been parsed.

is_lightmap

Check if this has lightmaps version.

is_sdk_2013

Check if this is either Source 2013 version, not including Mesa’s modified one.

Cubemaps

BSP.cubemaps: list[Cubemap]

env_cubemap entities are parsed out of the VMF and stored in their own lump.

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

Always integer coordinates

size: int

Resolution to use for the cubemap textures.

property resolution: int

Return the actual image size.

Overlays

BSP.overlays: list[Overlay]

info_overlay s are stored in this special lump.

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

Visleafs

The visleaf structure is composed of a tree either of nodes or vis-leafs.

BSP.visleafs: list[VisLeaf]

The array of all visleafs.

BSP.nodes: list[VisTree]

The array of nodes, each splitting the parent into two children.

BSP.vis_tree() VisTree

Parse the visleaf data, and return the root node.

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.

plane: Plane

The plane the tree is cut on.

mins: Vec
maxes: Vec

The bounding box for the tree.

child_neg: VisTree | VisLeaf

The child on the negative side of the plane.

child_pos: VisTree | VisLeaf

The child on the positive side of the plane.

area_ind: int

Index of the ‘area’ this tree is located in. Each area is entirely separated by areaportals and solid geometry.

faces: list[Face]

All brush faces present in this tree node.

test_point(
point: Vec,
) VisLeaf | None

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

for visleaf in iter_leafs() Iterator[VisLeaf]

Iterate over all child leafs, recursively.

plane_norm
Deprecated:

Alias for tree.plane.normal.

plane_dist
Deprecated:

Alias for tree.plane.dist.

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. The ambient light data is currently not parsed.

contents: BSPContents
cluster_id: int
area: int

Each ‘area’ is an isolated section of map, separated by world geometry or areaportals.

flags: VisLeafFlags
mins: Vec
maxes: Vec
faces: list[Face]
brushes: list[Brush]
water_id: int
min_water_dist: int
test_point(
point: Vec,
) VisLeaf | None

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

This is used by the corresponding method in VisTree to find hits.

class srctools.bsp.VisLeafFlags

Bases: Flag

Visleaf flags.

NONE = 0
SKY_3D = 1

The 3D skybox is visible from here.

SKY_2D = 4

The 2D skybox is visible from here.

RADIAL = 2

Has culled portals, due to far-z fog limits.

HAS_DETAIL_OBJECTS = 8

Contains detail props - ingame only, not set in BSP.

Planes

BSP.planes: list[Plane]
class srctools.bsp.Plane(
normal: Vec,
dist,
type: PlaneType = NOTHING,
)

A plane.

normal: Vec
dist: float
type: PlaneType
class srctools.bsp.PlaneType

Bases: Enum

The orientation of a plane.

classmethod from_normal(
normal: Vec,
) PlaneType

Compute the correct orientation for a normal.

X = 0

Exactly in the X axis.

Y = 1

Exactly in the Y axis.

Z = 2

Exactly in the Z axis.

ANY_X = 3

Pointing mostly in the X axis

ANY_Y = 4

Pointing mostly in the Y axis.

ANY_Z = 5

Pointing mostly in the Z axis.

Faces

BSP.faces: list[Face]
BSP.orig_faces: list[Face]

These faces more closely match those in Hammer.

BSP.hdr_faces: list[Face]

Face data used in HDR mode.

BSP.primitives

Primitive surfaces, also known as ‘t-junctions’ or ‘waterverts’ are generated to stitch together T-junction faces. This fixes potential seams.

BSP.surfedges: list[Edge]
BSP.vertexes: list[Vec]
class srctools.bsp.Face(
plane: Plane,
same_dir_as_plane: bool,
on_node: bool,
edges: list[Edge],
texinfo: TexInfo | None,
dispinfo_ind: int,
surf_fog_volume_id: int,
light_styles: bytes,
lightmap_off: int,
area: float,
lightmap_mins: tuple[int, int],
lightmap_size: tuple[int, int],
orig_face: Face | None,
primitives: list[Primitive],
dynamic_shadows: bool,
smoothing_groups: int,
hammer_id: int | None,
vitamin_flags: int,
)

A brush face definition.

plane: Plane
same_dir_as_plane: bool
on_node: bool
edges: list[Edge]
texinfo: TexInfo | None
surf_fog_volume_id: int
light_styles: bytes
area: float
lightmap_mins: tuple[int, int]
lightmap_size: tuple[int, int]
orig_face: Face | None
primitives: list[Primitive]
dynamic_shadows: bool
smoothing_groups: int
hammer_id: int | None

The original ID of the Hammer face.

vitamin_flags: int

VitaminSource-specific flags.

class srctools.bsp.Primitive(
is_tristrip: bool,
indexed_verts: list[int],
verts: list[Vec],
)

A ‘primitive’ surface (AKA t-junction, waterverts).

These are generated to stitch together T-junction faces.

is_tristrip: bool
indexed_verts: list[int]
verts: list[Vec]
class srctools.bsp.Edge(a: Vec, b: Vec)

A pair of vertexes defining an edge of a face.

The face on the other side of the edge has a RevEdge instead, which shares these vectors.

opposite: Edge
property a: Vec
property b: Vec
key() tuple[object, ...]

A key to match the edge with.

class srctools.bsp.RevEdge(ed: Edge)

The edge on the opposite side from the original.

This is implicitly created when an Edge is.

property a: Vec

This is a proxy for our opposite’s B vec.

property b: Vec

This is a proxy for our opposite’s A vec.

Miscellaneous

BSP.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.

Deprecated Functionality

These methods have been replaced by others, and should not be used.

BSP.read_header() None

No longer used.

BSP.read_game_lumps() None

No longer used.

BSP.replace_lump(
new_name: str,
lump: BSP_LUMPS | Lump,
new_data: bytes,
) None

Write out the BSP file, replacing a lump with the given bytes.

Deprecated:

simply assign to the .data attribute of the lump.