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-
- ---=== QUAKEMAP ===--- for Windows 95
-
- Version 1.1
-
- QuakeMap is a basic level editor for the game Quake from ID Software.
- It provides full 3D edition of .map files, allowing you to build
- levels by using polyhedrons with any number of sides with any leaning:
- you are not restricted to cubes. It also lets you extract textures
- from .bsp and .wad files and put them into .wad files, ready for the
- nodebuilder. The QBSP, VIS and LIGHT utilities are required to
- "nodebuild" maps.
-
- Included : UNPACK, a program that allows you to expand PAK files
- without requiring enough free disk space to hold both the PAK file
- and all the extracted files.
-
- Target Quake version : from 0.91 to 1.01. It should work with other
- versions, at least partially, but it has not been tested with these.
-
- What's new :
- - cut polyhedrons in two parts along planes. Very useful
- - bug corrections and other minor enhancements
- - UNPACK
-
-
- * Introduction *
-
- The main screen is divided into 3 regions. The two regions at the
- right shows you the levels you're currently editing. The bottom one,
- yellow, is a top view of the level, and the top region, green, is a
- front view. The level is drawn in wireframe. The left region shows
- you various parameters, such as the view scale, the grid, the
- compass, and the currently selected object.
-
- To understand basic principles, open an already existing .map file,
- like for example the included sample Watercub.map. Use the "file"
- menu. Note that the file EmptyMap.map is here to be automatically
- used as model when creating new maps, and the file Entities.map is
- the list of standard entities, and contains no real map.
-
- As long as no object is selected, the bottom left region of the
- screen lists the entities of the map. An entity is either a
- particular Quake item, enemy, light spot, etc, or a solid object like
- a door, a button, or the map itself. The former are shown aside a
- sphere, and the latter are shown aside a cube. The former are
- associated with a particular spot in the level, which is the starting
- point of the item or monster. If you click on one of these entities,
- the spot will be shown on both views of the map. You can drag it
- elsewhere with the mouse. The latter, i.e. the solid objects like
- doors, are not associated with a starting point, but with some of the
- polyhedrons that constitute the level ("brushes"). If you click on
- one of these entities, the corresponding polyhedrons will be
- highlighted. The first entity is always "worldspawn", and it owns all
- the polyhedrons of the level except the ones owned by doors and
- buttons.
-
-
- * Working with entities *
-
- If you double-click on one of the entities in the list, you'll be
- shown the list of parameters associated with this entity. Parameters
- are couples of Specific-Arg : a Specific is a parameter name, and an
- Arg is this parameter's value. Double-click on a Specific to edit the
- Arg's value. For example, every entity must have a "classname"
- Specific, whose Arg specifies the type of entity, like "light" or
- "weapon_rocketlauncher" ; and most entities have an "origin"
- Specific, whose Arg specifies the coordinates of the starting point
- of the entity. This is the Specific which is used to show the little
- sphere on the map, showing you what these coordinates really means ;
- and if you move around the little sphere, it modifies the associated
- Arg.
-
- Some entities may have other Specifics, whose meaning depends on the
- classname. For example, lights can have a "light" Specific, whose Arg
- specifies the light power. For more information about which Specifics
- are meaningful with which classnames, look for other sources, like
- the Quake Entities specs by Niklata and Thomas Winzig
- (http://www.infi.net/~nichd/qentity.html). This is the document I
- used in order to build the list of common entities that pops up when
- you choose "New entity".
-
-
- * Working with polyhedrons *
-
- Let's come to the serious stuff. The heart of the program will be
- discussed here.
-
- In .map files, polyhedrons are represented by the definition of each
- of their sides. Apart from texture, a side is only defined by the
- plane in which it lies. My program uses the same concept. This mean
- you cannot manipulate vertexes of the polyhedrons, but only sides, or
- more exactly only the planes which define the sides. As only convex
- polyhedrons are allowed, the whole polyhedron is determined by the
- set of planes. You work by moving or rotating these planes, and the
- program will by itself compute the new vertexes and display the
- resulting polyhedron.
-
- To select a polyhedron, first click on the green front view at the
- polyhedronÆs height. This will move the red line. Then click on the
- yellow view into the polyhedron. A click in the yellow view is
- converted into a 3D position : the X and Y coordinates are these of
- the point where you clicked, and the Z coordinate is the red line's Z
- coordinate. If this leads to a 3D points which is inside a
- polyhedron, then the polyhedron is selected and shown darker.
-
- You can move a polyhedron by dragging the little black handle or by
- changing the "center" value at the left. This will not cause any
- distortion to the polyhedron. To do so, you have to select one
- particular side by clicking on one of the other handles. Each of
- these handles is the center of a side. The selected side is shown
- with a white handle, a normal vector, and yellow lines from the
- handle to each vertex. You can move the plane containing the side by
- dragging the handle. You can change the side's orientation and
- leaning by dragging around the normal vector's handle (gray circle).
- The selected side's texture name and parameters are shown at the
- left. For any side, you can choose any texture and any texture
- offsets, texture rotation angle, and texture scaling factors. You can
- also pick a texture from the texture browser; see below.
-
- Adding a new side to a polyhedron is probably one of the most
- difficult operation. First, select an existing side and choose "split
- up this side". This will split up the side into as many triangles as
- the original side had vertexes. Then, if you didn't want so many
- sides, delete some triangles. Finally, move and rotate triangles into
- their final positions. Note that the number of vertex of a side is
- not fixed ; it will change accordingly to the distortions you make.
- The last step, if required, is to put the last triangle back into the
- position of the original side.
-
- New in this version : you can cut a polyhedron in two parts along a
- plane. This gives you an easier way to do some operations like cutting
- just a corner of a cube, adding a door throught a wall, digging a
- hole, etc. To cut a polyhedron, you have to choose the plane you'll
- use as separation plane first. To do so, select a side of another
- polyhedron. Selecting a side automatically tags its support plane as
- the next cut-plane. Then, select the polyhedron to cut and choose
- "Cut along plane" in the menu or in the context-menu. I know that the
- operation of selecting another polyhedron and one of its sides before
- selecting the concerned polyhedron is not very intuitive, but I
- found it easy to use.
-
- Try menu commands and context-menu (right-click) commands by yourself;
- their meaning should be obvious enough. Try right-clicking anywhere,
- there are a lot of different context-menus : for entities, for
- polyhedrons, for sides, etc.
-
-
- * Textures *
-
- To use textures functions, you first have to be sure you have a
- "gfx\" subdirectory, which should already be the case if you're using
- QBSP. This directory is to contain .wad texture files. If you choose
- "Textures" in the "File" menu, the contents of the file whose name is
- in the Specific "wad" of the entity "worldspawn" will be displayed.
- You can extract textures from other .wad or .bsp files and put them
- into this file.
-
- To directly apply a texture from the texture browser to the side of a
- polyhedron, right-click on the handle of the side or on the "Texture:"
- scrolling edit box, and choose "Texture..." in the context-menu. The
- same dialog box appears, and if you select a texture and choose OK, it
- will be applied to the selected side.
-
-
- * Conclusion *
-
- NO WARRANTIES. This software is provided "as is". Use at your own
- risk. The author cannot be held responsible for any damage, neither
- direct nor indirect, caused to your computer or its data.
-
- Author : Armin Rigo, armin.rigo@p22.gnothi.fn.alphanet.ch
- Any comment / bug report is welcome.
-