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- **************************************************
- * MakeMAP v0.20 - Quake Level Editor *
- **************************************************
- * (c) by Lars Bensmann *
- **************************************************
- * http://localhost.ruhr.de/~b-man/makebrush.html *
- **************************************************
-
- Note:
- This README is probably very confusing, not detailed enough and whatever.
- I just wrote this in a hurry and added some stuff for each new version.
- So some of the information may already be outdated, but I don't feel like
- writing a complete documentation yet, because there are so many things
- that will probably change in future versions.
-
- This is the current version of MakeMAP. It's still in heavy development,
- but if you're interested you can try it out.
-
- It is a GUI I wrote around my util Makebrush. It handles all the vertex
- stuff and leaves the actual converting to the plane format of the MAP
- files to the code from Makebrush.
-
- You can start it by typing:
-
- mm [option]
-
- -6 select 640x480
- -8 select 800x600
-
- MakeMAP will start in a 1024x768 resolution as default (unless you use one
- of the above options of course).
-
- Theoretically it is possible to create a MAP file with it, although you
- have to add all entities by hand. Another pretty bad thing is that it
- doesn't keep track of all the textures yet (just one per brush), so some
- more advanced levels will look pretty weird after importing and then
- saving them with MakeMAP.
- As I said, the whole thing is far from ready. It took me less than a week
- to write this (not counting the functions I added from Makebrush), so don't
- expect anything brilliant.
-
- The most important thing is the F1 key. This will describe every key
- that has a function in MakeMap.
-
- MakeMap has a XY (left top window), XZ (right top window),
- YZ (left bottom window) and hopefully soon a 3d view (right bottom window).
-
- Every window has it's own mouse cursor that will show the currently
- selected position by the mouse. The curser is moved with the mouse or
- for more precise positioning with the arrow keys (use Ctrl+arrow or
- Alt+Arrow for different speeds). The active cursor is colored grey (and
- is pretty hard to find on the screen :-(, but I will fix this)
-
- To change the active mouse cursor you can just move into the window you
- want or press Tab (or Shift Tab) to cycle through the cursors without
- changing the positions of the cursors.
-
- MakeMap always hilights the vertex that is closest to the 3D-mouse cursor.
- So if you are wondering why the cursor is on top of a vertex, but a differnet
- one is highlighted, look in the other windows as well and change the cursor
- position there. The one exception is the 3d-view. As you will notice, you
- don't move the 3d-cursor anymore, just the cross representing the mouse,
- the vertex that is closest to the mouse cursor is highlighted.
-
- You can add vertexes by hitting the INSERT key. To select a
- highlighted vertex just use SPACE (or the left mouse button). To select
- a whole brush, highlight a vertex and hit ENTER or the middle mouse button
- (several times to cycle through all the brushes your highlighted point is
- part of).
- To create a new brush, select all the vertexes and hit 'b'. To add a
- vertex to a brush, select a brush (with ENTER, just selecting all vertexes
- doesn't do the job yet), highlight the vertex to be added and type 'a'.
- Removing a vertex from a brush is done the exact same way, but type
- 'r' instead. (Note: Removing a vertex doesn't delete the vertex itself, it
- just isn't part of the brush anymore. The same is true for deleting. Deleting
- a brush, doesn't remove it's vertexes. And you cannot delete vertexes that
- are still part of a brush. If you want to remove a brush including all the
- vertexes, just hit DEL twice. Once to remove the brush. After this all of
- the vertexes will still be selected, and so hit DEL again to delete the
- vertexes.) If you want to unselect all vertexes at once just hit ESC.
- The right mouse button has the combined function of removing a vertex from
- a brush (if the highlighted vertex is part of the selected brush) and
- adding a vertex to a brush (well, if the vertex is not part of the brush).
-
- I also added the possibility to limit the displayed vertexes and brushes.
- ust hit 'l' in the view and enter the distance around the cursor position that
- should be displayed. A negative number will display the vertexes in front
- and behind the current cursor position and a positiv number will just
- draw those behind the cursor.
- The display doesn't update in realtime. So if you move the cursor, just
- use 'd' to refresh the display for the current cursor position.
-
- And no, you cannot move vertexes around yet, just remove the vertex and
- add a new one at the position you want.
-
- Once you moved the active cursor into the 3d-view, you can feel yourself
- at home and move just like in Quake. Use the arrow keys to move around,
- Alt+left or right to strafe and Page Up/Down to look down/up. The keys
- Home and End will higher or lower you point of view and Backspace will
- do a 180 degree turn. Unfortunately this is slow as hell, but I will try
- to fix this in a future version. Oh, BTW, the yellow rectangle that can
- be seen in the 2d-windows is your current position in the 3d-view. You can
- also jump to a certain point in space by hitting 'j'. This will put the
- viewpoint at the coordinates of the 3d-cursor.
-
- The 3d-view won't allow you to add or move vertexes. Use the 2d-windows
- instead. If someone comes up with a method to position anything precisely
- in a 3d-view window, don't hesitate to tell me how.
-
- I know this version is still an alpha, but someone on
- rec.games.computer.quake.editing complained about noone releasing anything,
- so here is my current version.
-
- Currently I'm not interested in bug reports. Just note one thing: If you
- shouldn't be able to move the cursor anymore, then type 'mode co80' blindly
- and you will probably be back at the nice DOS-Prompt. This is most likely
- to happen while loading and saving, because this is handled by the code I
- added from Makebrush and it will exit if there is a wrong brush
- (not enough points, all points on one plane etc.) You can read the file
- ERROR that is generated by MakeMAP and it will tell you what happened.
- So, save often and to different filenames or all your work will be lost if
- an error occures while saving to your original filename.
-
- What I would be interested in is you opinion on the highlighting and selecting
- method used. Is it understandable how to move the cursor in the three
- dimensions?
-
- Comments and suggestions to: Lars@b-man.ruhr.de
-