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- version 1.2
-
- New utilities WadView and BspView are included. You can browse
- an existing wadfile or bsp file and extract the textures to pcx
- files.
-
- WadView will use the pallete lump if there is one in the wad
- file or the quake palette otherwise. BspView always uses the
- quake palette.
-
- Note: WadView and BspView don't run under windows 95 but NewWad
- does.
-
- NewWad now uses the palette from each file that is read.
- Thus it is possible to create a wad2 file with textures based
- on another palette for a TC. However, it is still the user's
- responsibility to ensure that the palettes of all the input
- files are all the same.
-
- A palette lump is created in the wad file, using the palette of
- the first texture that is read and files palette.lmp and
- colormap.lmp are written to disk. This only occurs if you are
- creating a new wadfile, not if you are adding to an existing
- wadfile. If you are using the quake palette you can delete these.
- If you are making a total conversion you should put them in the
- gfx sub-directory of your game directory. (e.g. make a directory
- under the quake directory called "mygame". Then make a sub-directory
- called gfx in which you put the .lmp files. Your levels should
- go in the quake\mygame\maps directory. Start quake with the
- command line quake -game mygame and the modified palette will
- be included. Note that all the text and console graphics will
- have to be changed because they are based on the quake palette
- and appear screwed up.
-
-
- NewWad now performs a rudimentry check on an existing wadfile
- to see if it has a directory entry before attempting to add
- textures to it.
-
- The maximum image size is now 512x256 pixels and if this is
- exceeded the program exits with an error message rather than
- creating a wad with a corrupt image.
-
- The ammount of output text has been greatly reduced.
-
-