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- QUAKEME22.TXT for QUAKEME22.ZIP
-
- Animation Viewer and Texture editor for MDL files
-
- Version 2.2, compatible with QTest, Quake SW 0.91/0.92
-
- Windows 95, Windows NT 3.51 and Windows NT 4.0
-
- Author : Rene Post (renep@xs4all.nl)
- Date : 10 jul 1996
-
- Note:
- (a) The software is supplied free of charge.
- (b) The software is experimental and not guaranteed
- to work in your particular setup.
-
- 1. Description
- 2. Files
- 3. Installation Instructions
- 4. Working with QuakeME
- 5. Credits
- 6. Technical Issues
- 7. Known Bugs and Limitiations
- 8. History
-
-
-
- 1. Description
-
- QuakeME is an animation viewer and texture editor for MDL
- files. MDL files contain models of monsters and weapons that
- are used in Quake.
-
- With QuakeME you can:
- - View 3D texture mapped animations contained in MDL files.
- - Import and export textures to a 256 colors windows BMP file.
- - Fit textures around the 3D model by adjusting 2D texture vertices.
- - Show the data contained in he MDL file.
-
- You can find MDL files in the PAK0.PAK and ID1.PAK files that are
- part of the the shareware version of Quake and the Quake test.
- Both files are distributed by id software.
-
-
-
- 2. Files
-
- QUAKEME.EXE The program, (quake palette is built-in)
- QUAKEME22.TXT Your reading it
- H_GUARD.MDL Changes the soldier into Duke
- SOLDIER.MDL Head of gibbed Duke
-
-
-
- 3. Installation Instructions
-
- Nothing particular, just copy the EXE to your utils directory.
-
- You might want to setup a filetype association between QuakeME
- and MDL type files, since QuakeME accepts files passed via the
- command line.
-
-
-
- 4. Working with QuakeME
-
- You can start immediately by viewing the soldier.mdl I included as a demo.
-
- For the other MDL files, you have to unpak PAK0.PAK first.
- There are several utilities that can rip apart a PAK file, get one of them.
-
- To start working with QuakeME, select the menu item "File|Open Model..."
- and select the MDL file you want to view. I have include a replacement
- for the soldier that makes him look like Duke. Now the use Blowup spincontrol
- to zoomin on the frame.
-
- Copy SOLDIER.MDL and H_GUARD.MDL to your quake progs directory
- e.g. C:\QUAKE_SW\ID1\PROGS and E1M1 lets you take care of Duke
- once and for all.
-
- Now a combobox in the toolbar is filled with all available model files in
- the same directory as the modelfile you selected. Selecting one of them
- will open it and show its contents.
-
- The 3D view shows either a texture mapped, solid or wireframe of the active
- animation frame.
-
- To rotate the frame use the right mouse button and rotate the frame by
- dragging it.
-
- To move the frame across the screen, use the the left mouse button and
- drag it.
-
-
-
- 5. Credits
-
- Thanks to Chris for beta testing, check out his Quake page at
- http://www.hughchristie.kent.sch.uk/qpage/quake.html
-
- Thanks to mbuckton@Direct.Ca for his great work on the Duke
- textures.
-
-
-
- 6. Technical Issues
-
- I got a number of questions about the way I programmed QuakeME.
-
- QuakeME 1.0 was developed using Delphi 1.0 and ModelMaker 1.5 (CASE
- tool developed by me and a friend of mine, FREEWARE look at the Delphi
- SuperPage under "Component Building Tools").
-
- QuakeME 2.1 is now a 32 bits application and is developed using
- Delphi 2.0 and ModelMaker 1.5.
-
- All code is written in Pascal (NO assembler). I used the WinG library
- to create the initial texture mapping under the 16 bits Delphi 1.0 version.
- I then decided to make the switch to Delphi 2.0 and reimplemented the WinG
- library as direct calls to the Windows 95 API.
-
- QuakeME 2.2 now uses some Win95 controls (also available in NT) to improve the
- userinterface.
-
- Other Quake related Delphi resources are available from Mads B. Dydensborg.
- http://www.diku.dk/students/madsdyd/quake/delphisource.htm
- I think I will start releasing the rendering stuff in sourcecode components
- there.
-
-
-
- 7. Known Bugs and Limitations
-
- Sometimes at startup the pallete gets screwed up until
- the mainwindow receives the focus. Suggestion, live with
- it.
-
- I ran the program on 3 Windows 95 systems and
- one Windows NT 3.5 system.
-
- Win95
- a 33 mhz 486 DX with 8 mb and a 256 color adapter
- a 75 mhz Pentium with 16 mb and a 65k color adapter
- a 90 mhz Pentium with 16mb and a 256 color adapter
-
- NT 3.51
- a 90 mhz Pentium with 32mb and a 256 color adapter
-
- NT 4.0 beta 1
- a 90 mhz Pentium with 32mb and a 256 color adapter
-
- NT 4.0 beta 2
- a 120 mhz Pentium with 32mb in 16 color VGA (ugly).
-
- Speed was acceptable on the 486, but the texture
- mapping looks really stunning on the 90 mhz Pentium.
- Loading of new mdl files is really slooooow on
- Windows NT 3.51 and NT 4.0 beta 1, NT 4.0 beta 2 was
- better.
-
-
-
- 8. History
-
- 13 mar 1996 Version 1.0
-
- Initial release.
-
- 31 mar 1996 Version 2.0
-
- Fixed bug in back triangle display code.
- Made QuakeME 32 bits, compiled it under Delphi 2.0 environment.
- Added texture mapping to the 3D view.
-
- 2 apr 1996 Version 2.1
-
- Fixed bug in flushing textures to the screen in Windows NT 3.5.
- Fixed access violation error that would occasionally occur in
- texture mapped view.
-
- 10 jul 1996 Version 2.2
-
- Compatible with shareware 0.91 and 0.92 now.
- QuakeMe is backward compatible with QTest release !
- Improved the UI a lot !
-