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'''QBSP''' is the first stage of [[Map_compiling|map compiling]]. It is the process that reads the [[Quake file formats|map file]] and generates the [[Quake file formats|bsp file]], and in doing so calculates all of the geometry and collision data for the level. It also extracts any needed textures from the associated [[Quake file formats|wad file]] (or files) and repackages them into the bsp file. After this step, the level can be loaded into the game engine. However, it will not have any lighting or visibility data until you run [[Light (map compiling)|Light]] and [[Vis]].
 
'''QBSP''' is the first stage of [[Map_compiling|map compiling]]. It is the process that reads the [[Quake file formats|map file]] and generates the [[Quake file formats|bsp file]], and in doing so calculates all of the geometry and collision data for the level. It also extracts any needed textures from the associated [[Quake file formats|wad file]] (or files) and repackages them into the bsp file. After this step, the level can be loaded into the game engine. However, it will not have any lighting or visibility data until you run [[Light (map compiling)|Light]] and [[Vis]].
  
==How QBSP Does It==   
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==How QBSP Does==   
 
Using the [[Brush|brushes]] from the map file's [[worldspawn]] entity, it calculates the [[bsp tree]] that stores all visible surfaces in the game.  It also generates the [[collision hull|collision hulls]], which are also bsp trees but do not have any visible surfaces, and are only used for collision detection.  For each additional [[Entity|entity]] that has brushes, it generates a [[submodel]] which also has its own collision hulls. Any textures needed by the level are copied into the bsp file from the associated wad files. At runtime, the engine will load textures from the bsp, not the wad files.
 
Using the [[Brush|brushes]] from the map file's [[worldspawn]] entity, it calculates the [[bsp tree]] that stores all visible surfaces in the game.  It also generates the [[collision hull|collision hulls]], which are also bsp trees but do not have any visible surfaces, and are only used for collision detection.  For each additional [[Entity|entity]] that has brushes, it generates a [[submodel]] which also has its own collision hulls. Any textures needed by the level are copied into the bsp file from the associated wad files. At runtime, the engine will load textures from the bsp, not the wad files.
  

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