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- New - version .98
-
- ( source included in src.zip ... originally compiled with djgpp )
-
- now supports pcx/bmp/lbm formats.
- -- also supports palette entries.
- to add a palette, just make an entry
- with the palette file and a wadname
- of 'palette'.. like so:
- --------------------------
- qpal.pal palette
- --------------------------
- and the file will be written to the
- wad as a palette.
-
- also handles comments... to add a comment in a script file,
- just use '//' as you would in programming... like so:
- --------------------------
- qpal.pal palette // this is the palette file
- --------------------------
- I *think* it works. I'm very bad about thorough testing :)
-
- another note: if the program exits with an error, the
- .wad file will be incomplete ( there will be no wad directory
- in the file ) ... so uh.. don't try to use the wad until
- it pcx2wad makes it all the way through.
-
- ===========================================
-
- okay, this is a very easy program to operate --
- simply make a script file for pcx2wad.. for example:
-
- ----script.txt-----
- tech06_2.pcx TECH06_2
- stairs.lbm STAIRS
- crate0~1.bmp CRATE
- -------------------
- note: pcx2wad only requires that the filename and the image's wad name
- be located on the same line, with whitespace in between.
- a new line must be used for each file and image-name pair.
-
- by running "pcx2wad script.txt wadfile.wad", a file called 'wadfile.wad'
- would be created, and it would contain 3 mip textures: TECH06_2,
- STAIRS, and CRATE. Use these names in .map files to specify which texture
- you want each face to have.
-
- when creating images, remember to use widths and heights that
- are multiples of 16 ... also use quake's palette to create the images,
- since that will be the palette used in the level, NOT the palette contained
- within the files.
-
- there seems to have been some confusion with sky textures. some have
- said that they do not work, but myself i didn't have any trouble.
- ( please correct me if the instructions below do not work )
- make a 256x128 bitmap, and use the left 128x128 portion for the
- partially transparent part of the sky (fast-moving, lower clouds),
- and the right 128x128 portion for the further, slow-moving, solid
- cloud texture. i'm pretty sure the color index 0 is used for
- transparency.
-
- in case you're wondering, this program merely resamples the images
- at lower resolutions in order to create the mip textures. while this
- defeats the true purpose of mip-mapping, it gets the job done. i'm sorry
- about all the horribly-aliased textures that will probably be created
- as a result of using this program, but i really need to get started on
- other things. ( specifically a new 3ds->map converter )
-
- oh! another note: fullbright colors are the last 32 in the palette
- ( pretty sure about this ) ... stay away from them unless you want
- a particular part of your bitmap to remain fully lighted at all times.
-
- email ac447@rgfn.epcc.edu with any comments or suggestions
- (this is probably the last major modification i will make to this program)
-
-
-