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Hardcore Gamer Resource Kit
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Hardcore Gamer Resource Kit - Disc 1.iso
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texture_utils
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q2towad.txt
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1998-01-25
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Updated: January 25, 1998
=====================================================================
Title : Q2toWad
Filenames : q2towad.exe, q2pal.lmp
Version : 1.3
Author : Tim Wright
Net Nick : Argh!
Email Address : argh@ntplx.net
WWW : yeah, still workin on it... ;)
Description : Utility to extract Quake2 wal textures
from a pak into a specfied number of wad2
files.
* Includes the ability to convert to a new
palette, like for Quake or Hexen2
* Can include Quake2 dir names in textures
so that most any editor can compile the
level for Quake2
* Works on any standard Quake2 pak files
Requirements : A Win32 operating system, about twice the
HD space that the textures take up (around
35Mb for Quake2's pak)
Additional Credits to : id Software for Quake and Quake2, Mattias
"Preacher" Konradsson and David "Kevlar"
Kelvin for help with testing, the
Unofficial Quake Specs at:
http://www.gamers.org/dEngine/quake/spec/quake-spec32.html,
and everyone who sent me constructive
feedback.
Other Works by Author : ArghLite - enhanced bsp lighting utility
=====================================================================
* Usage *
Put q2towad.exe and q2pal.lmp in the same dir as the Quake2 pak0.pak
and run the executable with whatever options you wish.
Remember, any textures extracted and/or converted from Quake2 remain
the property of id software.
Command-line options
--------------------
-? - Lists command line options.
-pak filename - Use specified pak file. Can be used for custom
pak files, or to q2towad from any location by
specifing a full pathname to pak0.pak. Default
is "pak0.pak". (see *notes*)
-palette filename - Convert textures to specified palette (must be
in palette.lmp format). Default is no new
palette. (see *notes*)
-wad filename - Uses this filename for the output wad. Default
is "quake2.wad".
-brights # - Specifies number of fullbrights at the end of the
new palette, these colors will be ignored in
palette conversions. Default is 32.
-split # - Splits the output into specified number of wads.
Simply splits into similar-sized parts, no
attempt is made to organize the textures in any
way. Successive letters, starting with "a", are
appended to the filename.
-dirname - Adds Quake2 texture dir names to the texture's
names. Allows most editors to use this wad to
compile levels for Quake2. Default is no dir
names.
-nogray - Turns OFF special processing for pure gray
values (only use if the destination palette
does not contain many pure grays). Default is
ON.
* Examples *
>Q2TOWAD.EXE
Extracts all textures into quake2.wad, no palette conversion.
>Q2TOWAD.EXE -palette palette.lmp
Extracts all textures into quake2.wad, converting them to the
new palette. (see *notes*)
>Q2TOWAD.EXE -split 5 -wad Q2.wad
Extracts textures into 5 wads: Q2a.wad, Q2b.wad, Q2c,wad,
Q2d.wad, and Q2e.wad, no palette conversion.
>Q2TOWAD.EXE -dirname
Extracts textures into quake2.wad, includes the Quake2 texture
dir names on the textures, no palette conversion.
>Q2TOWAD.EXE -pak mypak.pak -wad mywad.wad
Extracts textures from mypak.pak into mywad.wad, no palette
conversion.
* Notes *
For palette conversions you need to use a pak utility to extract the
"palette.lmp" from the (Quake, Hexen2, etc) pak. Put this in the
same dir with the q2towad files and use the -palette command line
option.
For custom paks, be sure texture dir names are included in the wal
files themselves (like Quake2). Also, keep the total
dirname/texturename length 16 characters or less, or they will be
truncated and possibly made unusable.
* Technical *
For the curious...
Pak file operations are done in-place, relatively little is loaded
into memory at a time. Considering the size of the Quake2 pak, this
is a very good thing. ;)
To convert to other palettes, I used a basic nearest-color-matching
algorithm. Distance ties are broken by examining the difference in
green values, then if still tied examining the difference in red
values, then if still tied examining the difference in blue values,
then if still tied it picks the brighter color. Also, by default,
pure grays are only remapped to other pure grays (this can be turned
off with command-line option: -nogray).
To eliminate duplicates, I first check for duplicate names (without
the Quake2 directory), then I do a CRC32 check on that. I do this
because Quake2 has some textures with the same name, but the textures
themselves are different. If it's a different texture, and -dirname
isn't used, then I append a "_" to the texture name so editors wont
get confused.
=====================================================================
* History *
Version 1.3 (Jan 25, 1998):
* added support for custom pak files
* fixed version number error in output header :}
Version 1.2 (Dec 16, 1997):
* added -split command line option
Version 1.1:
* added -dirname command line option
* added CRC checking to duplicate texture removing formula
Version 1.0 (Dec 9, 1997):
* first official release
=====================================================================
* Construction *
Compiler used : Microsoft VC++ 4.0
Construction time : Couple hours a day for a couple days?
Known Issues : ?
=====================================================================
* Copyright / Permissions *
Any textures extracted and/or converted from Quake2 remain the
property of id software.
You MAY distribute this EXE, provided you include this file, with no
modifications. You may distribute this file in any electronic format
(BBS, Diskette, CD, etc.) as long as you include this file intact.
* Disclaimer *
Usage of Q2toWad is at your own risk. I accept NO responsibility
for any form of damage incurred through the usage of this program.
=====================================================================
* Where to get this Utility *
ftp://ftp.cdrom.com/pub/quake2/utils/graphics_edit/texture_utils/
q2towad.zip
(or http://www.cdrom.com...; and all mirrors)