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QQRKSRC1 //************************************************************************** //QuArK -- Quake Army Knife -- 3D game editor //Copyright (C) Armin Rigo // //This program is free software; you can redistribute it and/or //modify it under the terms of the GNU General Public License //as published by the Free Software Foundation; either version 2 //of the License, or (at your option) any later version. // //This program is distributed in the hope that it will be useful, //but WITHOUT ANY WARRANTY; without even the implied warranty of //MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //GNU General Public License for more details. // //You should have received a copy of the GNU General Public License //along with this program; if not, write to the Free Software //Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // //http://www.planetquake.com/quark - Contact information in AUTHORS.TXT //************************************************************************** // Main configuration file for QuArK. // Please see file TECHINFO.TXT for more information // about this file format. //$Header: /cvsroot/quark/runtime/addons/Defaults.qrk,v 1.261 2005/08/16 04:01:52 cdunde Exp $ //$Log: Defaults.qrk,v $ //Revision 1.261 2005/08/16 04:01:52 cdunde //Fix toolbar arraignment // //Revision 1.260 2005/08/15 21:19:26 cdunde //update version to QuArK 6.5.0 alpha 1 // //Revision 1.259 2005/08/15 05:46:22 cdunde //To commit all files for Terrain Generator // //Revision 1.258 2005/08/02 23:02:10 cbxpm //Added "gamesounds-hl2.qrk" as new default addon // //Revision 1.257 2005/07/31 14:29:22 alexander //include soundscape file // //Revision 1.256 2005/07/24 22:13:26 cbxpm //added "soundscapes-hl2.qrk" (hl2 default configuration) // //Revision 1.255 2005/07/11 18:11:49 alexander //calling hl2 : console setting does work only when applaunch is first param // //Revision 1.254 2005/07/11 13:47:52 cbxpm //minor HL2 path corrections (replaced static drive letter with <drive>) // //Revision 1.253 2005/07/09 20:20:00 cbxpm //re-edited file association .VMF // //Revision 1.252 2005/07/08 21:40:50 cbxpm //Added file association .vmf (Valve map format) //Changed HL2 default texture // //Revision 1.251 2005/06/22 01:22:59 alexander //user shaders for hl2 // //Revision 1.250 2005/06/11 01:37:27 alexander //seperated entity files for simpler maintenance // //Revision 1.249 2005/04/17 14:45:18 alexander //added saving of alpha vtf //added configuration of output format // //Revision 1.248 2005/04/16 11:13:36 alexander //can save non alpha textures as vtf //can export used textures to materials folder // //Revision 1.247 2005/03/05 10:47:50 peter-b //Replaced build pgms kludge for Sylphis with t_GameBuildPgms macro // //Revision 1.246 2005/02/17 09:50:32 rowdy //added a per-game configuration option to specify the number of decimal places to use when writing floats to .map files, defaulted to 5 for all games except Torque, where it is defaulted to 16 (this is a hack for Torque's map2dif utility) // //Revision 1.245 2005/02/06 21:11:33 alexander //able to set lightmapscale value on a face for hl2 // //Revision 1.244 2005/02/03 00:11:08 cdunde //Light coverage feature not working for Torque, so needed to add item" LightFactor" and default setting to Torque:config form for that part of quarkpy/mapentities.py def drawentitylines funtion to work. // //Revision 1.243 2005/01/21 17:44:33 alexander //allow file selection for hl2 filesystem dll // //Revision 1.242 2005/01/05 12:18:34 alexander //introduced %gamedir% variable expansion for running tools and utilized for hl2 support // //Revision 1.241 2005/01/04 17:22:10 alexander //steam environment configuration added // //Revision 1.240 2005/01/02 16:51:49 alexander //use setup value for file system module // //Revision 1.239 2004/12/30 06:42:17 cdunde //To add updated support for JA by nazar // //Revision 1.238 2004/12/28 02:17:52 alexander //allow individual texture paths for hl2 // //Revision 1.237 2004/12/27 12:28:18 alexander //set textures path for hl2 to "hl2/materials" //set name of game directory form entry // //Revision 1.236 2004/12/27 06:27:00 rowdy //minor enhancements to Doom 3 support - fixed the ceiling texture in the default room, re-added textures/common/* (to make some activities slightly easier), improved Doom3 menu to allow exporting .map files // //Revision 1.235 2004/12/27 00:38:38 cdunde //To remove dupe entry for GameHalfLife2:form and put in alphabetical //order. // //Revision 1.234 2004/12/26 23:54:25 cdunde //To put Doom 3 in proper game order on Games menu and config section. // //Revision 1.233 2004/12/22 11:37:40 rowdy //Rowdy - first pass of support for Doom 3 // //Revision 1.232 2004/12/03 10:44:49 alexander //solved conflict //added mp, singleplayer, and cs options to form // //Revision 1.231 2004/11/30 06:23:13 cdunde //To add game support for Jedi Academy and alphabetize game menu listing for HL2 // //Revision 1.230 2004/11/25 00:42:18 alexander //first gcf access attempt // //Revision 1.229 2004/11/08 22:47:42 alexander //hl2 support started // //Revision 1.228 2004/06/02 21:29:59 cdunde //To up date for Sylphis_autogen.qrk addon // //Revision 1.227 2004/05/21 06:14:49 cdunde //To alphabetize game menu and config forms. // //Revision 1.226 2004/05/21 01:09:24 cdunde //To add support for Sylphis game engine. Code by Harry Kalogirou. // //Revision 1.225 2004/02/12 18:17:59 cdunde //To add 'Tab' HotKey function to rebuild all views and clear lockups // //Revision 1.224 2004/02/12 06:52:27 cdunde //To add hotkey to axisicons function for speedy use to try and clear 3D software mode view lockup problem // //Revision 1.223 2004/01/16 21:41:46 cdunde //To standardize all Basic Polyhedrons and add a new one // //Revision 1.222 2004/01/16 14:52:01 cdunde //To add new polyhedron shapes // //Revision 1.221 2004/01/14 09:28:35 cdunde //To correct coding error for wedge brush // //Revision 1.220 2004/01/05 22:29:55 silverpaladin //Updated the WildWest configuration. Changed it so that the ShaderList was not overwritten by default and made the menu options more readable. // //Revision 1.219 2003/09/19 20:45:44 cdunde //Update duplicator spacific help // //Revision 1.218 2003/09/18 03:00:37 cdunde //To add texture selection feature // //Revision 1.217 2003/08/31 21:15:52 silverpaladin //Minor change to the WildWest game launch line // //Revision 1.215 2003/08/29 18:59:57 nerdiii //texture position/size with two decimals // //Revision 1.214 2003/07/04 19:58:21 cdunde //To add new wedge shape builder // //Revision 1.213 2003/04/24 23:42:22 tiglari //|| to make mapstair hint appear in window // //Revision 1.212 2003/04/23 06:52:33 cdunde //To add stair maker hint changes by tiglari // //Revision 1.211 2003/04/22 11:51:38 tiglari //update oldstyle stair specific hint // //Revision 1.210 2003/04/08 06:02:37 cdunde //To update dup stair:form for plugins/mapstair.py changes // //Revision 1.209 2003/03/19 22:22:36 tiglari //specify holes file for HL // //Revision 1.208 2003/03/12 11:32:27 decker_dk //Added 'EnableTransparency' checkbox for Half-Life. See also QkMapPoly.PAS (same date) // //Revision 1.207 2003/02/09 06:11:40 cdunde //Discription update and HotKey name change // //Revision 1.206 2003/02/03 08:43:27 cdunde //To build Model Options configuration form. // //Revision 1.205 2003/01/08 23:06:34 tiglari //AlwaysWriteThreeFields support // //Revision 1.204 2003/01/06 23:18:57 tiglari //defaults for wall maker altered again, hints enhanced // //Revision 1.203 2003/01/03 23:44:01 rowdy //removed duplicate Faces entry in AuxKey form definition // //Revision 1.201 2002/12/29 12:43:18 decker_dk //Altered the PluginInfo:form to use the new Memo-field type. // //Revision 1.200 2002/12/25 21:27:26 tiglari //shift Genesis3D to the bottom of the games list // //Revision 1.199 2002/12/25 21:25:07 tiglari //add pts loading to Q1, Hx2, HL // //Revision 1.198 2002/12/18 00:52:37 tiglari //Preliminary crap Genesis3D support, copy of Q1 // //Revision 1.197 2002/06/18 11:51:49 tiglari //fix SOF2 gamecode // //Revision 1.196 2002/06/16 10:01:46 tiglari //restore StupidBuildToolKludge for STVEF // //Revision 1.195 2002/06/09 02:33:01 tiglari //add SoF2 :form and :config // //Revision 1.194 2002/05/19 04:39:54 tiglari //add some hotkeys (Select Tagged Faces and Zoom to Selection) // //Revision 1.193 2002/05/16 09:08:28 tiglari //Update version to 6.4 alpha (no diff from 6,3 yet) // //Revision 1.192 2002/05/13 12:02:37 tiglari //update version // //Revision 1.191 2002/05/13 10:34:52 tiglari //support frozen selections (don't change until another frozen selection is made, //or they are cancelled with ESC or unfreeze selection) // //Revision 1.190 2002/05/13 10:24:06 tiglari //support bilinear filtering in OGL views // //Revision 1.189 2002/05/07 09:30:46 tiglari //JKII Updates from nurail // //Revision 1.188 2002/05/04 10:13:57 tiglari //EditableSurfaceParms flag for Mohaa // //Revision 1.187 2002/05/03 17:27:00 decker_dk //Fixes to the JK2 compile-tool, as discovered by 'nurail'. // //Revision 1.186 2002/04/30 17:56:22 decker_dk //JK2 compile-tools. Haven't testet yet though. // //Revision 1.185 2002/04/30 05:30:15 tiglari //STVEF info now runs Brush Primitives using the standard tools // (STVEF GDK 1.2) // //Revision 1.184 2002/04/28 21:27:40 tiglari //update version // //Revision 1.183 2002/04/28 11:39:05 tiglari //Modifications to get RTCW support working better // //Revision 1.182 2002/04/17 12:42:12 decker_dk //Updated MOHAA:config to use MOHAATool's compile-programs. // //Revision 1.181 2002/04/09 17:49:53 decker_dk //Fixed gamecode in GameTorque:form from "GAMd" to "GAMg". //Fixed typo in Quake 3:config; "Brush Primitivez" to "Brush Primitives". // //Revision 1.180 2002/04/08 21:07:14 tiglari //fixed torque gamecode // //Revision 1.179 2002/04/08 12:26:37 tiglari //support for Torque (from Desmond Fletcher) // //Revision 1.178 2002/04/04 17:53:37 decker_dk //Preliminary Jedi Knight II support // //Revision 1.177 2002/03/26 22:18:27 tiglari //add experimental commented out UseIntegralVertexes flag // //Revision 1.176 2002/03/26 10:21:02 tiglari //remove DisableEnhTex, BrushPrim from Map Options, //add OutputMapFormat to game config // //Revision 1.175 2002/03/23 09:43:30 tiglari //add SupportsBrushPrim flag to game config form and Quake3 defaults // //Revision 1.174 2002/02/26 23:24:01 tiglari //update version // //Revision 1.173 2002/02/24 13:44:24 decker_dk //Update version to "QuArK 6.3snap 2002feb24" //Added MOHAA (Medal Of Honor:Allied Assault) // //Revision 1.172 2002/02/05 18:33:48 decker_dk //Updated the RTCW config, so it works with GTKRadiant's Q3MAP.EXE program. // //Revision 1.171 2002/01/06 10:37:31 decker_dk //update version to "QuArK 6.3snap 2002jan06" // //Revision 1.170 2001/12/05 20:38:57 decker_dk //Added RTCW (Return To Castle Wolfenstein) // //Revision 1.169 2001/10/08 10:41:25 tiglari //solid mode added to wallmaker // //Revision 1.168 2001/10/07 22:36:03 tiglari //extrude mode for wallmaker // //Revision 1.167 2001/09/23 08:56:17 tiglari //oops, replace 'bevel' with 'miter' in wallmaker stuff // //Revision 1.166 2001/09/23 07:01:44 tiglari //mitered edges for wall maker duplicator // //Revision 1.165 2001/08/28 22:39:06 tiglari //fix Q3A CD-ROM config //'auto adjust normals' renamed to 'Quantize angles' //add Hotkey for Invert Face Selection // //Revision 1.164 2001/08/16 20:08:50 decker_dk //Added support for 'dup hlradfilemaker' plugin. // //Revision 1.163 2001/08/15 17:50:40 decker_dk //Added a 'dup symxyz' with toggleable axes. // //Revision 1.162 2001/08/06 00:19:49 tiglari //update version // //Revision 1.161 2001/08/06 00:15:51 tiglari //texture-cycling for duplicators // //Revision 1.160 2001/08/02 02:47:06 tiglari //browse group hotkey support // //Revision 1.159 2001/07/26 09:19:15 tiglari //Crystal Space bezier support, 2nd build prgm // //Revision 1.158 2001/07/19 11:58:58 tiglari //disable mapchecks for 6dx // //Revision 1.157 2001/07/19 02:23:24 tiglari //.hmf extension support for 6dx // //Revision 1.156 2001/07/14 01:56:27 tiglari //change Crystal Space pak extension to .zip // //Revision 1.155 2001/07/09 09:52:32 tiglari //update version # // //Revision 1.154 2001/07/08 08:33:06 tiglari //reinstated elbow button for path dup; added 'level' spec for path dup and // instance (elbow) dup. // //Revision 1.153 2001/07/08 00:26:25 tiglari //'short' specific for extruder // //Revision 1.152 2001/07/04 11:56:13 uid21314 //TextureFormat -> TextureWriteFormat for Crystal Space // //Revision 1.151 2001/07/03 02:35:13 tiglari //Crystal Space revisions // //Revision 1.150 2001/06/24 14:48:20 decker_dk //Added arg replacer // //Revision 1.149 2001/06/21 17:33:36 decker_dk //Added preliminary support for 6DX. // //Revision 1.148 2001/06/18 02:35:36 tiglari //update version // //Revision 1.147 2001/06/17 21:23:42 tiglari //commented out elbow (old instances) button on path dup till it works // //Revision 1.146 2001/06/17 03:05:04 aiv //set all seperators to "" that require it // //Revision 1.145 2001/06/17 02:55:14 aiv //fixed error // //Revision 1.144 2001/06/17 02:37:39 aiv //imported texture search plugin // //Revision 1.143 2001/06/17 02:05:48 tiglari //incremetable specifics for symx/y/z (but not symxy, different 'dp' // method makes this complex) // //Revision 1.142 2001/06/14 18:53:12 decker_dk //Inverted the use of TXT="&" in .QRK files. Now if it does not exist it defaults to TXT="&", //but if you don't want a caption-text to appear, you must explicitly write TXT="". //See [FormCfg.PAS] TFormCfg.wmInternalMessage() comments for reason. // //Revision 1.141 2001/06/05 12:38:44 tiglari //final value elaborations // //Revision 1.140 2001/06/05 09:38:42 tiglari //more development of incrementing in duplicators // //Revision 1.139 2001/05/27 01:08:14 tiglari //change 'serialize' to 'increment' for the duplicators as suggested by Decker // //Revision 1.138 2001/05/27 00:12:41 tiglari //support for 'serializable' (suffix incrementing) duplicators // //Revision 1.137 2001/05/25 12:37:18 tiglari //tagged plane support // //Revision 1.136 2001/05/21 12:06:32 tiglari //update version // //Revision 1.135 2001/05/12 23:06:05 tiglari //add 'item center' flag to linear duplicator for new linear fixpoint behavior // //Revision 1.134 2001/05/12 19:01:23 tiglari //remove scale & rotate buttons from linearform // //Revision 1.133 2001/05/11 09:37:41 tiglari //linear specific edit button added to linearform (scale & rotate must die, // but not quite yet) // //Revision 1.132 2001/05/07 08:55:04 tiglari //update version // //Revision 1.131 2001/05/06 08:04:16 tiglari //remove instance dup from toolbox, simply path dup path point forms // //Revision 1.130 2001/05/06 06:00:28 tiglari //change angles Typ in linearform to E // //Revision 1.129 2001/05/06 03:04:36 tiglari //New Copy One added, with 'offset dup' support: if ="1", then // dup origin-sourcelist center is added to offset // //Revision 1.128 2001/05/05 10:01:25 tiglari //patch mode supported for extruder // //Revision 1.127 2001/05/04 09:06:49 tiglari //fix default texture for stvef // //Revision 1.126 2001/05/04 00:25:15 aiv //form and form element creation done. // //Revision 1.125 2001/04/30 10:58:55 tiglari //added child, key mods for next/prev of same type (look like hotkeys, //different implementation in quarkpy.mapselection) // //Revision 1.124 2001/04/28 02:41:06 tiglari //update version // //Revision 1.123 2001/04/28 02:19:03 tiglari //add selection menu hotkeys // //Revision 1.122 2001/04/27 04:49:18 tiglari //fix bad hint about subdivides, using form inclusion // //Revision 1.121 2001/04/16 00:41:36 tiglari //extract entity lumps from .bsp's in pakfolder toolbar button // //Revision 1.120 2001/04/10 08:58:36 tiglari //grid specific for brush bevel/cap/arch (force vertexes to grid) // //Revision 1.105.4.1 2001/04/06 10:41:28 tiglari //stupidbuildtoolkludges as checkable option; on by default for Q3A // (merge in from REL_62) // //Revision 1.119 2001/04/05 22:37:09 tiglari //linearform now uses matrix instead of linear (applies differently for standard // duplicators) // //Revision 1.118 2001/03/31 13:04:09 tiglari //usercenter for groups (for rotation) // //Revision 1.117 2001/03/31 10:14:57 tiglari //remove origin dup from toolboxes, add support for usercenter specific // & button to add it (linked commits to maphandles,py, mapdupspath.py) // //Revision 1.116 2001/03/30 22:20:35 tiglari //explanatory line for buildmenu hotkeys // //Revision 1.115 2001/03/29 21:03:27 tiglari //extruder support // //Revision 1.114 2001/03/29 05:51:31 tiglari //add forms for duplicators, change duplicator toolbox to name Basic // and Linear Duplicators. // //Revision 1.113 2001/03/29 01:27:19 aiv //modifable :form objects! // //Revision 1.112 2001/03/28 19:23:45 decker_dk //In HotKeyForm:incl, changed from Txt="&" (editable) to Txt="&R" (readonly). // //Revision 1.111 2001/03/22 20:24:31 tiglari //path-following rotation for instances // //Revision 1.110 2001/03/20 22:48:26 tiglari //Meatball402's instance duplicator // //Revision 1.109 2001/03/20 21:51:54 decker_dk //Updated copyright-header // //Revision 1.108 2001/03/20 15:49:34 maleficus //quark will now tell q3map to support whatever mod folder the map file was called from. //This requires the latest version of q3map to work properly. // //Revision 1.107 2001/03/20 10:58:56 tiglari //hotkey fix (now in General) // //Revision 1.106 2001/03/20 08:04:09 tiglari //customizable hot key support // //Revision 1.97.2.1 2001/03/11 22:06:08 tiglari //hot key defaults // //Revision 1.105 2001/03/17 21:55:25 decker_dk //Added 'Q3ArchLib.qrk' and 'Q3models.qrk' as AddOns for Quake-3 // //Revision 1.104 2001/03/16 17:09:22 maleficus //saveprt added for q3 vlight // //Revision 1.103 2001/03/16 16:01:18 maleficus //q3(T)a map limits now set to the limits of q3map // //Revision 1.102 2001/03/16 00:28:50 aiv //made customizable maplimits for games // //Revision 1.101 2001/03/15 21:11:39 aiv //moved .fgd reading to menu, sepearted texture & entity reading // //Revision 1.100 2001/03/15 11:30:28 tiglari //remove stupidbuildtoolkludge from Q3A // //Revision 1.99 2001/03/14 19:21:13 decker_dk //Functionality for '-ext{action}'... which is not documented yet! // //Revision 1.98 2001/03/13 01:40:23 aiv //new fgd->qrk converter inbuilt // //Revision 1.97 2001/03/10 01:29:21 tiglari //Crystal Space and STVEF added to Quake Context list // //Revision 1.96 2001/03/09 09:32:24 tiglari //update version // //Revision 1.95 2001/03/08 23:31:23 aiv //entity tool finished completly i think. // //Revision 1.94 2001/03/08 21:55:18 tiglari //first segment of path dup is now 'level' (won't twist) // //Revision 1.93 2001/03/07 20:01:36 tiglari //path_point specifics // //Revision 1.92 2001/03/04 11:21:08 decker_dk //Minor fix for dup stair // //Revision 1.91 2001/03/04 06:42:46 tiglari //radial duplicator support // //Revision 1.90 2001/03/02 19:34:18 decker_dk //Made a 'Shape Builders' folder. // //Revision 1.89 2001/03/01 19:13:14 decker_dk //added 'BezierPatchSupport' and 'BezierPatchPluginPrefixes' to Quake-3 and STVEF. // //Revision 1.88 2001/02/25 11:21:28 tiglari //reset snapshot # // //Revision 1.87 2001/02/25 04:44:57 tiglari //new specifics for brush&patch arch&bevel // //Revision 1.86 2001/02/25 02:01:57 tiglari //brush curve forms added // //Revision 1.85 2001/02/23 03:42:24 tiglari //form for dup path, supporting square end and setback // //Revision 1.84 2001/02/22 19:19:29 decker_dk //Added three pathdup.points // //Revision 1.83 2001/02/20 08:07:41 tiglari //DefaultTextureScale added for Q3A // //Revision 1.82 2001/02/18 20:21:37 decker_dk //Added 'Half-Life info_decal Helper:d' to a new group 'Game specific'. // //Revision 1.81 2001/02/14 23:36:45 alexander //set name // //Revision 1.80 2001/02/12 03:47:17 tiglari //reset snapshot # // //Revision 1.79 2001/02/08 11:08:22 tiglari //removed path points from path duplicator toolbox item // //Revision 1.78 2001/02/07 18:44:02 aiv //bezier texture vertice page started. // //Revision 1.77 2001/02/07 00:06:57 aiv //added fixes from 6.1c release // //Revision 1.76 2001/02/02 08:21:00 tiglari //updated version # // //Revision 1.75 2001/01/30 19:09:48 decker_dk //Renamed to 'Crystal Space:config'. // //Revision 1.74 2001/01/28 17:26:10 decker_dk //Set 'Hide scrollbars in map-editor' to enabled as default. (Due to the Q3A huge-maps problem, which is easily solved by hiding the scrollbars!) //Added 'DisableMapComments' option to 'Map:config'. //Added a 'MapCommentsPrefix' to all games ':config' settings. // //Revision 1.73 2001/01/27 18:24:17 decker_dk //Removed the key 'Q3ShaderPath', as it is replaced with 'ShadersPath'. //Renamed the key 'Q2TexPath' to 'TexturesPath'. //Suffixed all 'program' keyvalues with '.EXE'. //Moved some :config key/values around to more logical groupings. //Renamed: //= TextureDef -> DefaultTexture //= TriggerTextureDef -> DefaultTextureTrigger //= ClipTextureDef -> DefaultTextureClip //= OriginTextureDef -> DefaultTextureOrigin //Inserted in 'CustomQuakeMenu:form' extra information as '[::BuildArgs1]' //Added some hints to the games configuration-forms. //Key 'DefPoly' changed values to '<X>x<Y>x<Z>' //Added DefaultTextureCaulk // //Revision 1.72 2001/01/07 13:21:48 decker_dk //Set Versionname. // //Revision 1.71 2000/12/30 15:28:53 decker_dk //Path Duplicator // //Revision 1.70 2000/11/19 15:32:29 decker_dk //- Added 'ImageListTextureDimension' and 'ImageListLoadNoOfTexAtEachCall' to //Defaults.QRK, for manipulating the TextureBrowser-TextureLists. //- Modified TFQWad.PopulateListView, so it reads the above settings. //- Changed two 'goto bail' statements to 'break' statements, in QkObjects. //- Found the problem in the .MAP exporting entity-numbering, and corrected it. //- Changed the '|' delimiting character in QObject.Ancestry to '->', as I think //it will be more readable in the .MAP file. //- Replaced the function-names: // = SauverTexte -> SaveAsText // = SauverTextePolyedre -> SaveAsTextPolygon // = SauverTexteBezier -> SaveAsTextBezier // = SauverSpec -> SaveAsTextSpecArgs // //Revision 1.69 2000/11/16 19:42:44 decker_dk //- Modified Convex's texture-fileextension alias code, so it won't conflict //with the rest of the existing code. //- Introduced a 'TextureFileExtensions' specific, which will contain the //texture-fileextension aliases, for COnvex's code. //- Implemented solution for extracting texture-links from .PK3 files //('.pakfolder' vs '.zipfolder' problem) //- Replaced the function-names: // = Q2TexPath -> GameTexturesPath // = Q3ShaderPath -> GameShadersPath //- Cleaned up some code here and there. //- Corrected problem with QTextureFile.LoadPaletteInfo not initializing an //PGameBuffer totally. Hmm? May have introduced problem with color-palette //in other windows than the texture-browser-detail. //- Found the place in QkWAD.PAS where the common size of the textures, in the //texture-browser, are controlled/set. Useful for 32x32, 128x128 and so scaling. // //Revision 1.68 2000/11/11 17:58:20 decker_dk //Compressed some text into an existing :incl, for BuildToolControllers // //Revision 1.67 2000/11/04 20:14:55 decker_dk //+devmap for Quake-3 // //Revision 1.66 2000/10/29 16:12:43 decker_dk //Q3A and STVEF 'CheckFile' modifications // //Revision 1.65 2000/10/28 19:28:34 decker_dk //Some more comments reg. user-variables for build-tool controllers // //Revision 1.64 2000/10/27 20:42:28 decker_dk //Crystal Space .QRK files // //Revision 1.63 2000/10/26 16:53:03 tiglari //enable brush primitives item added // //Revision 1.62 2000/10/16 22:32:58 aiv //added compression options to memory options (CompressionBufferSize and CompressionLevel) // //Revision 1.61 2000/10/15 16:49:12 alexander //rename StarTrek EF to STVEF // //Revision 1.60 2000/10/15 16:08:03 alexander //set name // //Revision 1.59 2000/10/10 07:46:17 tiglari //"C" code for circle-strafe selection added to map and model mouse modes // //Revision 1.58 2000/10/09 18:16:11 decker_dk //Build-Tool Controllers (and commented Crystal Space) // //Revision 1.57 2000/09/25 00:09:28 alexander //set name // //Revision 1.56 2000/09/18 01:28:03 alexander //added Texture Write Format setup entries (needed because texture aliasing) //added StarTrek EF support // //Revision 1.55 2000/09/17 14:59:29 alexander //committed convex' generalization of texture format aliasing // //Revision 1.54 2000/09/10 13:01:23 alexander //set name // //Revision 1.53 2000/09/04 21:20:28 tiglari //additions to dup column specifics, for more options // //Revision 1.52 2000/09/02 11:19:11 tiglari //added subdivide specific for arch/cap // //Revision 1.51 2000/09/02 06:13:04 tiglari //detail specifics for cap duplicator (python not yet implemented) // //Revision 1.50 2000/09/01 11:12:55 tiglari //Put some bevel specifics onto a details button in the form. // //Revision 1.49 2000/09/01 00:49:02 alexander //merged in tiglaris default sof sky fix from rel6_1 branch // //Revision 1.46.2.1 2000/08/26 09:44:48 tiglari //fixed default texture for SoF // //Revision 1.48 2000/08/25 18:01:06 decker_dk //Added Typ='EDL' functionality specialy for QuakeCtx:form // //Revision 1.47 2000/08/21 20:58:21 aiv //Added Skin form for model editor // //Revision 1.46 2000/07/28 15:09:48 alexander //set snapshot name // //Revision 1.45 2000/07/25 16:03:04 alexander //set snapshot name // //Revision 1.44 2000/07/18 13:48:29 alexander //set snapshot name // //Revision 1.43 2000/07/04 20:22:32 alexander //added SOF specific default form reference for quakemenu (without extract textures) //removed Q3 specific dup arenafilemaker form // //Revision 1.42 2000/07/04 17:24:59 alexander //added default form for dup arenafilemaker // //Revision 1.41 2000/07/03 23:15:10 alexander //set snapshot version // //Revision 1.40 2000/07/03 22:41:38 alexander //fixed: models beeing not compiled in the bsp (activated stupidbuildtoolkludge flag) // //Revision 1.39 2000/06/27 11:03:49 tiglari //detail content flag reinstated // //Revision 1.38 2000/06/25 10:56:23 tiglari //column cone & bulge support // //Revision 1.37 2000/06/24 16:49:06 alexander //removed from SoF config : UnifiedPalette = "1" (fix for no textures in sofware mode) // //Revision 1.36 2000/06/22 22:41:21 tiglari //added support for columns (and pipes) // //Revision 1.35 2000/06/17 07:28:10 tiglari //stretchtex flag for arch/cap and bevel // //Revision 1.34 2000/06/14 04:38:54 tiglari //Added `faceonly' specific for arches & bevels. // //Revision 1.33 2000/06/13 12:48:34 tiglari //revised bevel & cap/arch forms // //Revision 1.32 2000/06/12 11:14:39 tiglari //Bevel duplicator form added // //Revision 1.31 2000/06/10 10:00:35 alexander //fixed: switching to kingpin game when selecting addons or output dirs in the SoF config dialog // //Revision 1.30 2000/06/07 22:34:27 alexander //changed: NeedQCSG config entry and replaced it //by a SpecialCustomQuakeMenu entry (which specifies the form name) //Added: Custom Quake menu form for quake 3 with bspc // //Revision 1.29 2000/06/05 00:15:15 alexander //added "StupidBuildToolKludge" flag for games (likes SoF) where the tools want to run in basedir //fixed wrong base dir of SoF //seperated NeedQCSG flag from FirstBuildCmd (is now extra flag) // //Revision 1.27 2000/06/04 15:52:52 alexander //added: origin default texture entry for both SoF and KingPin //fixed: wrong default texture for SoF // //Revision 1.26 2000/05/21 01:20:15 tiglari //Added cap duplicator specifics // //Revision 1.25 2000/05/12 17:44:19 decker_dk //Auto-create Texture-links to .tga/.jpg files - .shaders still missing // //Revision 1.24 2000/05/11 22:00:43 alexander //removed palette.pcx //changed default texture // //Revision 1.23 2000/05/06 15:21:01 decker_dk //Dont overwrite files that already exist. This fix may cause a problem elsewhere however... // //Revision 1.22 2000/05/05 00:01:07 alexander //added: game forms and defaults for Soldier of Fortune // //Revision 1.21 2000/04/29 15:13:52 decker_dk //Allow other than PAK#.PAK files // //Revision 1.20 2000/04/26 02:01:30 alexander //fixed default trigger texture for kingpin // { QuArKProtected = "1" Description = "Main configuration file" Static.qrk = { General:config = // ":config" objects are displayed in the Configuration dialog box { Version = "QuArK 6.5 alpha" InternalVersion = '6.2' TextureBrowser = "Texture Browser..." NewMapItems = "New Map Items..." RecentFiles = "" Display:config = { //Gamma = '1.35' //Gamma = '2.0' Gamma = '1.6' MarsCaption = "?" AutoFocus = "1" Unsel = "" Sel = "1" MppTopBtns = "1" IconPath = "images\\" Form = "GeneralDisplay" } 3D view:config = { Lib = "qrksoftg.dll" 3DFXLogo = "" SoftQuality = "0" DynamicQuality = "2" //FullScreen = "" FullScreenGamma = '1.3' FullScreenSize = '560 420' TwoMonitors = "" FarDistance = '1500' // objects are totally black at this distance DarkFactor = '0.67' // only 67% of the FarDistance is considered really visible TranspFactor = '0.3' // in isometric views, an additionnal 30% of the normal depth is visible but transparent TextureMaxDimension="7" VAngle = '30' FogDensity = '1.05' FogColor = $000000 FrameColor = $000000 SelGroupColor = $FF80FF SelFaceColor = $80FF80 SelMultColor = $FF8080 Entities = "1" EntityBoxes = "" KeyForward = $26 KeyBack = $28 KeyLeft = $25 KeyRight = $27 KeyStepLeft = $23 KeyStepRight = $22 KeyViewUp = "Q" KeyViewDown = "Y" KeyViewCenter = "A" KeyUp = "D" KeyDown = "C" KeyRun = $10 KeyStep = $12 Speed = '250' RunSpeed = '500' RotateSpeed = '160' AccelDelay = '0.35' RunAccelDelay = '0.2' MouseHLook = '10' MouseVLook = '10' MouseWalk = '10' MouseSideStep = '10' MouseUpDown = '10' Form = "General3DView" } OpenGL:config = { Warning2 = "1" WndRect = '0 0 640 480' DoubleBuffer = "1" SupportsGDI = "" Bilinear = "1" AllowsGDI = "1" GLLists = "1" ColorBits = '0' DepthBits = '16' Fog = "1" VCorrection = '0.92' Lights = "1" Ambient = '0.4' Form = "GeneralOpenGL" } Memory:config = { MaxUndo = '50' MinUndo = '10' UndoBufferSize = '3.0' // MB GameFiles = '30' GameBufferSize = '10.0' // MB CompressionBufferSize = '16' // KBytes CompressionLevel = '9' // Where else to put this? Form = "GeneralMemory" } QuakeC:config = { KeyWords = "LOCAL"$0D"BIND"$0D"AUTOEXEC"$0D"IF"$0D"ELSE"$0D"WHILE"$0D"DO"$0D"RETURN" $0D"VOID"$0D"STRING"$0D"FLOAT"$0D"VECTOR"$0D"ENTITY" Enabled = "1" Font5 = $00000000F3FFFFFF000000000000000000000000BC0200000000000100000000 $436F7572696572204E6577004000E536400040000000C03A4000382240003F22 Font1 = $0000FF00F3FFFFFF000000000000000000000000900100000000000100000000 $436F7572696572204E657700F582C827F7BF6E20F6BF00707300002A9B00F0F6 Font3 = $FF000000F3FFFFFF000000000000000000000000900100000000000100000000 $436F7572696572204E657700F582C827F7BF6E20F6BF00707300002A9B00F0F6 Font2 = $00008000F3FFFFFF000000000000000000000000BC0200000000000100000000 $436F7572696572204E6577004000E536400040000000C03A4000382240004CFA Font4 = $80008000F3FFFFFF000000000000000000000000900100000100000100000000 $436F7572696572204E6577004000E536400040000000C03A4000382240004CFA Font6 = $00000000F0FFFFFF000000000000000000000000BC0200000000000100000000 $436F7572696572204E6577004000E536400040000000C03A4000382240004CFA Form = "GeneralQuakeC" } File Associations:config = { .qrk = "!" iqrk = '1' .qkm = "!" iqkm = '2' .map = "1" imap = '2' .vmf = "1" ivmf = '2' .qkl = "!" iqkl = '4' .md2 = "1" imd2 = '4' .mdl = "1" imdl = '4' .pak = "1" ipak = '5' .sin = "1" isin = '5' .pk3 = "1" ipk3 = '5' .pk4 = "1" ipk4 = '5' .bsp = "1" ibsp = '3' .qc = "1" iqc = '8' .hc = "1" ihc = '8' .wad = "1" iwad = '9' .wal = "1" iwal = '10' .swl = "1" iswl = '10' .m8 = "1" im8 = '10' .pcx = "" ipcx = '7' .bmp = "" ibmp = '7' .tga = "" itga = '7' .jpg = "" ijpg = '7' .cin = "1" icin = '6' .wav = "" .cfg = "" icfg = '11' .qme = "" .zip = "" izip = '5' Form = "GeneralAssociations" } External editors:config = { Form = "GeneralExternalEditors" .pcx = "" .tga = "" .bmp = "<open>" .jpg = "" //DECKER .wav = "<edit>" .cin = "<open>" .mdl = "<open>" .md2 = "<open>" .map = "Notepad.exe" .wal = "" .swl = "" .m8 = "" .pak = "<open>" .pk3 = "<open>" //DECKER .pk4 = "<open>" .sin = "" .bsp = "<open>" .wad = "<open>" .qc = "Notepad.exe" .qrk = "Notepad.exe" } HotKeys:config = { Open = "Ctrl+O" Save = "Ctrl+S" Close = "Ctrl+Q" Cut = "Ctrl+X" Copy = "Ctrl+C" Paste ="Ctrl+V" Delete="Del" Undo = "Ctrl+Z" Redo = "Shift+Ctrl+Z" Duplicate= "Ctrl+D" Cancel Selections= "Esc" Select Parent="Home" Collapse Tree="S" // not a true hotkey, but a modifier Select Child="End" Select Next="PgDn" Select Previous="PgUp" Same Type="S" // not a true hotkey, but a modifier Insert = "Ins" Tag Side = "Ctrl+T" Clear Tags = "Alt+C" Add to Tagged = "Ctrl+A" Glue Side = "Ctrl+G" Align Texture = "Ctrl+W" Link Selection = "Ctrl+L" Extend Selection = "Ctrl+E" Select Tagged Faces = "Alt+S" Unrestrict Selection = "Ctrl+U" Restrict to Selection = "Alt+R" Zoom to Selection = "Alt+Z" Brush Subtraction = "Ctrl+B" Browse Multiple Selection = "Alt+B" Invert Face Selection = "Ctrl+I" Freeze Selection = "Alt+F" Unfreeze Selection = "Alt+U" Make Detail = "Alt+D" AxisXYZ = "Alt+A" Rebuild3D = "Tab" Game Menu = "These are set in Game Menu|Customize" Form = "MapHotKeys" } AuxKeys:config = { Select Faces = "F" Select Brushes = "B" Select Curves = "C" Select Entities = "E" Form = "MapAuxKeys" } } Games:config = { GameCfg = "Quake 2" 6DX:config = { Game = "6DX" Code = "Z" // Hardcoded value in Setup.PAS Program = "6DX11.EXE" Directory = "" CheckDirectory = "" MapCommentsPrefix = ";" OutputMapFormat = "Quark etp" TexturesPath = "textures/" Q2TexFlags = "1" NoMapChecks = "1" DefaultTexture = "walls/brown" DefaultTextureTrigger = "special/trigger" //FIXME DefaultTextureClip = "special/clip" //FIXME walTrick = "1" TextureFormat = ".m8" TextureWriteFormat = ".m8" BaseDir = "base" tmpQuArK = "tmpQuArK" Palette = ":pics/colormap.pcx" //Gradient = "gfx/colormap.lmp" ExtraCmdLine = "+set game %s" RunMapCmdLine = " +map %s" AddOns = "Data6DX.qrk" AlwaysPak = "" PakExt = ".pak" PakFormat = "HTIC2-#.PAK" MapFilter = "808" // filter in quarkpy.qdictionnary.py Console = "1" Form = "Game6DX" LightFactor = '0.9' 3DLight = '512' BrushDecimalPlaces = '5' } Crystal Space:config = { Game = "Crystal Space" Code = "c" // Hardcoded value in Setup.PAS Program = "WalkTest.EXE" Directory = "/quark2cs_511/" CheckDirectory = "WALKTEST.EXE" MapCommentsPrefix = "//" OutputMapFormat="Classic Quake" BuildPgm1 = "MAP2CS.EXE" BuildArgs1 = "%mapfile% %file%.zip c:\map2cs\map2cs.cfg" BuildPgm2 = "cp" BuildArgs2 = "%file%.zip %mappath%\.." TexturesPath = "textures/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "intro/wl_outbrick1a" TextureWad = "?" // variable (the map name is used) TextureWriteFormat = ".wad3_C" BaseDir = "data" tmpQuArK = "data" Palette = ":pics/colormap.pcx" ExtraCmdLine = "" RunMapCmdLine = " %s" AddOns = "DataCS.qrk" AlwaysPak = "" PakExt = ".zip" LightFactor = '0.90000' 3DLight = '512' Console = "1" Form = "GameCrystalSpace" PlayerClass = "X" BrushDecimalPlaces = '5' } Doom 3:config = { Game = "Doom 3" Code = "j" // Hardcoded value in Setup.PAS Program = "Doom3.exe +set sv_pure 0" Directory = "\Doom3" CheckDirectory = "DOOM3.EXE" CD = "" CDDir = "\Doom3\base" MapLimit = '65536 65536 65536' MapCommentsPrefix = "//" OutputMapFormat = "Brush Primitives" StupidBuildToolKludge = "1" //those guys should get shot for that AlwaysWriteThreeFields = "1" SupportsBrushPrim = "1" BuildPgm1 = "Doom3.exe" //BuildArgs1 = "-moddir .." BuildCheck1= "+BSP,-LIN{LoadLinFile}" //BuildPgm2 = "Q3MAP.EXE" //BuildArgs2 = "-vis -saveprt" //BuildPgm3 = "Q3MAP.EXE" //BuildArgs3 = "-light" //BuildPgm4 = "BSPC.EXE" //BuildArgs4 = "-bsp2aas %file%.BSP -output %mappath%" //BuildCheck4= "+AAS" TexturesPath = "textures/" ShadersPath = "materials/" MaterialsPath = "materials/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "base_wall/a_sopanel1_d01b" DefaultTextureTrigger = "common/trigger" //DefaultTextureOrigin = "common/origin" DefaultTextureClip = "common/clip" DefaultTextureCaulk = "common/caulk" DefaultTextureScale = "0.5" TextureFormat = ".tga" // primary texture fileextension TextureFileExtensions = ".tga,.jpg" // possible texture fileextensions TextureWriteFormat = ".tga" TextureShaders = "materials/quark.mtr" // TextureMaterials? BaseDir = "base" tmpQuArK = "base" // base instead of tmpQuArK (for now, at least) Palette = ":pics/colormap.pcx" ExtraCmdLine = "+set fs_game %s" RunMapCmdLine = " +devmap %s" //AddOns = "DataQ3.qrk"$0D"Q3ArchLib.qrk"$0D"Q3models.qrk" AddOns = "DataD3.qrk" AlwaysPak = "" PakExt = ".pk4" PakFormat = "*.PK4" Console = "1" Form = "GameDoom3" LightFactor = '0.9' 3DLight = '512' PakExtra1 = ".aas" // PAK extra files into pak file (ie maps/mapname.aas) BrushDecimalPlaces = '5' } Genesis3D:config = { Game = "Genesis3D" Code = "4" // Hardcoded value in Setup.PAS Program = "Quake.EXE" Directory = "\Quake" CheckDirectory = "QUAKE.EXE" MapCommentsPrefix = "//" OutputMapFormat = "Classic Quake" BuildPgm1 = "TXQBSP.EXE" BuildArgs1 = "" BuildCheck1= "+BSP,+PRT" BuildPgm2 = "RVIS.EXE" BuildArgs2 = "" BuildPgm3 = "ARGHLITE.EXE" BuildArgs3 = "" DefaultTexture = "bricka2_2" DefaultTextureTrigger = "trigger" DefaultTextureClip = "clip" WateryTex = "*" TextureFormat = ".wad_D" TextureWriteFormat = ".wad_D" TextureWad = "gfx/QuArK.wad" BaseDir = "id1" tmpQuArK = "tmpQuArK" MapHoles = ".pts" Palette = "gfx/palette.lmp" Gradient = "gfx/colormap.lmp" UnifiedPalette = "1" ExtraCmdLine = "-game %s" RunMapCmdLine = " +map %s" AddOns = "DataGen3D.qrk" // list of files to use as add-ons for Quake 1 (separator is the character $0D hex., example : "first.qrk"$0D"second.qrk"$0D"third.qrk" AlwaysPak = "" PakExt = ".pak" LightFactor = '0.9' 3DLight = '512' Console = "1" Form = "GameQuake1" PlayerClass = "X" BrushDecimalPlaces = '5' } Half-Life:config = { Game = "Half-Life" Code = "3" // Hardcoded value in Setup.PAS Program = "HL.EXE -console -dev -zone 1024 +set sv_cheats 1" Directory = "\Sierra\Half-Life" CheckDirectory = "HL.EXE" MapCommentsPrefix = "//" OutputMapFormat = "Valve 220" BuildPgm1 = "HLCSG.EXE" BuildArgs1 = "" BuildCheck1= "+BSP" BuildPgm2 = "HLBSP.EXE" BuildArgs2 = "" BuildCheck2= "+BSP,+PRT,-PTS{LoadLinFile}" BuildPgm3 = "HLVIS.EXE" BuildArgs3 = "" BuildPgm4 = "HLRAD.EXE" BuildArgs4 = "" DefaultTexture = "FIFTIES_WALL14Y" DefaultTextureTrigger = "AAATRIGGER" DefaultTextureOrigin = "ORIGIN" DefaultTextureClip = "CLIP" EnableTransparency = "" TextureWad = "?" // variable (the map name is used) GameNeedWad = "1" WateryTex = "!" TextureFormat = ".wad3_C" TextureWriteFormat = ".wad3_C" BaseDir = "valve" tmpQuArK = "tmpQuArK" MapHoles = ".pts" Palette = "gfx/palette.lmp" Gradient = "gfx/colormap.lmp" //DECKER - 'ExtractFiles' just creates troubles, if another mod-directory is choosen.... //ExtractFiles = "cl_dlls/*.*" ExtraCmdLine = "-game %s" RunMapCmdLine = " +map %s" AddOns = "DataHL.qrk" // AddOns = "BaseData.qrk" AlwaysPak = "" PakExt = ".pak" LightFactor = '0.9' 3DLight = '512' Console = "1" Form = "GameHalfLife" PlayerClass = "X" BrushDecimalPlaces = '5' } Half-Life2:config = { Game = "Half-Life2" Code = "k" // Hardcoded value in Setup.PAS Directory = "<drive>:/steam" SteamFSModule = "<drive>:/steam/steamapps/<steam user name>/sourcesdk/bin/FileSystem_Steam.dll" SteamAppUser = "<your steam username>" SteamAppId = "211" BaseDir = "hl2" MapCommentsPrefix = "//" OutputMapFormat = "HL2" AddOns = "DataHL2.qrk"$0D"textures-hl2.qrk"$0D"models-hl2.qrk"$0D"soundscapes-hl2.qrk"$0D "gamesounds-hl2.qrk"$0D"textures-hl2-cs.qrk"$0D"base.qrk"$0D"cstrike.qrk"$0D "halflife2.qrk"$0D"hl2mp.qrk" BuildPgmsDir="<drive>:/steam/SteamApps/<steam user name>/sourcesdk/bin" BuildPgm1 = "vbsp.exe" BuildArgs1 = "" BuildCheck1= "" BuildPgm2 = "vvis.exe" BuildArgs2 = "" BuildCheck2= "" BuildPgm3 = "vrad.exe" BuildArgs3 = "" BuildCheck3= "" BuildPgm4 = "glview.exe" BuildArgs4 = "" BuildCheck4= "" BuildPgm5 = "bspzip.exe" BuildArgs5 = "" BuildCheck5= "" DefaultTexture = "Dev/dev_measuregeneric01b" DefaultTextureTrigger = "Tools/toolstrigger" DefaultTextureOrigin = "Tools/toolsorigin" DefaultTextureClip = "Tools/toolsclip" DefaultTextureScale = "0.25" EnableTransparency = "" WateryTex = "!" TextureFormat = ".vmt" TextureWriteFormat = ".vtf" TextureWriteSubFormat = "3" TextureWriteSubFormatA = "15" TexturesPath = "materials/" MapHoles = ".pts" // ExtraCmdLine = "-game %s" RunMapCmdLine = " +map %s" PakExt = ".gcf" PakFormat = "*.gcf" LightFactor = '0.9' 3DLight = '512' Console = "1" Form = "GameHalfLife2" PlayerClass = "X" BrushDecimalPlaces = '5' } Heretic II:config = { Game = "Heretic II" Code = "B" // Hardcoded value in Setup.PAS Program = "Heretic2.EXE" Directory = "\Heretic II" CheckDirectory = "HERETIC2.EXE" MapCommentsPrefix = ";" BuildPgm1 = "TXQBSP3.EXE" BuildArgs1 = "" BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "TIMVIS3.EXE" BuildArgs2 = "" BuildPgm3 = "ARGHRAD.EXE" BuildArgs3 = "-gamedir .. -moddir ." TexturesPath = "textures/" Q2TexFlags = "1" DefaultTexture = "andoria/sstone" DefaultTextureTrigger = "andoria/sstone" //FIXME DefaultTextureClip = "andoria/clip" //FIXME walTrick = "1" TextureFormat = ".m8" TextureWriteFormat = ".m8" BaseDir = "base" tmpQuArK = "tmpQuArK" Palette = ":pics/colormap.pcx" // ":" means that the palette is stored in DataHr2.qrk //Gradient = "gfx/colormap.lmp" ExtraCmdLine = "+set game %s" RunMapCmdLine = " +map %s" AddOns = "DataHr2.qrk" AlwaysPak = "" PakExt = ".pak" PakFormat = "HTIC2-#.PAK" Console = "1" Form = "GameHeretic2" LightFactor = '0.9' 3DLight = '512' BrushDecimalPlaces = '5' } Hexen II:config = { Game = "Hexen II" Code = "2" // Hardcoded value in Setup.PAS Program = "H2.EXE" Directory = "\Hexen II" CheckDirectory = "H2.EXE" MapCommentsPrefix = "//" OutputMapFormat = "Quark etp" BuildPgm1 = "QBSP.EXE" BuildArgs1 = "" BuildCheck1= "+BSP,+PRT,-PTS{LoadLinFile}" BuildPgm2 = "VIS.EXE" BuildArgs2 = "" BuildPgm3 = "LIGHT.EXE" BuildArgs3 = "" DefaultTexture = "rtex215" DefaultTextureTrigger = "rtex215" //FIXME DefaultTextureClip = "clip" //FIXME WateryTex = "*" TextureFormat = ".wad_D" TextureWriteFormat = ".wad_D" TextureWad = "gfx/QuArK.wad" BaseDir = "data1" tmpQuArK = "tmpQuArK" MapHoles = ".pts" Palette = "gfx/palette.lmp" Gradient = "gfx/colormap.lmp" UnifiedPalette = "1" ExtraCmdLine = "-game %s" RunMapCmdLine = " +map %s" AddOns = "DataH2.qrk" AlwaysPak = "" PakExt = ".pak" Console = "1" Form = "GameHexenII" QuakeC = "HexenC" MdlPath = "models/" LightFactor = '0.72' 3DLight = '640' HxStrings = "strings.txt" PlayerClass = "1" BrushDecimalPlaces = '5' } JA:config = { Game = "JA" Code = "l" // Hardcoded value in Setup.PAS Program = "JASP.EXE +set sv_pure 0" Directory = "\JediAcademy\" CheckDirectory = "JASP.EXE" CD = "" CDDir = "" MapLimit = '65536 65536 65536' MapCommentsPrefix = "//" OutputMapFormat="Classic Quake" AlwaysWriteThreeFields = "1" StupidBuildToolKludge = "1" // GTKRadiant's Q3MAP.EXE seems to work, when '-game wolf' and -fs_basepath <gamepath>' are applied. BuildPgm1 = "Q3MAP2.EXE" BuildArgs1 = "-game ja -fs_basepath "$22"E:/Games/JediAcademy/"$22" -meta" BuildPgm2 = "Q3MAP2.EXE" BuildArgs2 = "-game ja -fs_basepath "$22"E:/Games/JediAcademy/"$22" -vis -saveprt" BuildPgm3 = "Q3MAP2.EXE" BuildArgs3 = "-game ja -fs_basepath "$22"E:/Games/Wild_Force/"$22" -light -fast" TexturesPath = "textures/" ShadersPath = "shaders/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "imperial/wall_3" DefaultTextureTrigger = "system/trigger" DefaultTextureOrigin = "system/origin" DefaultTextureClip = "system/clip" DefaultTextureCaulk = "system/caulk" DefaultTextureScale = "0.5" TextureFormat = ".tga" // primary texture fileextension TextureFileExtensions = ".tga,.jpg,.png" // possible texture fileextensions TextureWriteFormat = ".tga" TextureShaders = "shaders/quark.shader" BaseDir = "base" tmpQuArK = "tmpQuArK" Palette = ":pics/colormap.pcx" ExtraCmdLine = "+set fs_game %s" RunMapCmdLine = " +devmap %s" AddOns = "DataJA.qrk"$0D"Q3ArchLib.qrk" AlwaysPak = "" PakExt = ".pk3" PakFormat = "*.PK3" Console = "1" Form = "GameJA" LightFactor = '0.9' 3DLight = '512' PakExtra1 = ".nav" // PAK extra files into pak file (ie maps/mapname.nav) BrushDecimalPlaces = '5' } JK2:config = { Game = "JK2" Code = "f" // Hardcoded value in Setup.PAS Program = "JK2MP.EXE +set sv_pure 0" Directory = "\Star Wars JK II Jedi Outcast\GameData" CheckDirectory = "JK2MP.EXE" CD = "" CDDir = "" MapLimit = '65536 65536 65536' MapCommentsPrefix = "//" OutputMapFormat="Classic Quake" AlwaysWriteThreeFields = "1" StupidBuildToolKludge = "1" // GTKRadiant's Q3MAP.EXE seems to work, when '-game wolf' and -fs_basepath <gamepath>' are applied. BuildPgm1 = "SOF2MAP.EXE" BuildArgs1 = "-bsp" BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "SOF2MAP.EXE" BuildArgs2 = "-vis -saveprt" BuildPgm3 = "SOF2MAP.EXE" BuildArgs3 = "-light" BuildPgm4 = "SOF2MAP.EXE" BuildArgs4 = "-all" TexturesPath = "textures/" ShadersPath = "shaders/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "yavin/woodwall_moss" DefaultTextureTrigger = "system/trigger" DefaultTextureOrigin = "system/origin" DefaultTextureClip = "system/clip" DefaultTextureCaulk = "system/caulk" DefaultTextureScale = "0.5" TextureFormat = ".tga" // primary texture fileextension TextureFileExtensions = ".tga,.jpg" // possible texture fileextensions TextureWriteFormat = ".tga" TextureShaders = "shaders/quark.shader" BaseDir = "base" tmpQuArK = "tmpQuArK" Palette = ":pics/colormap.pcx" ExtraCmdLine = "+set fs_game %s" RunMapCmdLine = " +devmap %s" AddOns = "DataJK2.qrk"$0D"Q3ArchLib.qrk" AlwaysPak = "" PakExt = ".pk3" PakFormat = "*.PK3" Console = "1" Form = "GameJK2" LightFactor = '0.9' 3DLight = '512' PakExtra1 = ".nav" // PAK extra files into pak file (ie maps/mapname.nav) BrushDecimalPlaces = '5' } KingPin:config = { Game = "KingPin" Code = "D" // Hardcoded value in Setup.PAS Program = "KingPin.EXE" Directory = "\KingPin" CheckDirectory = "KINGPIN.EXE" CD = "" CDDir = "Install\Data" MapCommentsPrefix = ";" OutputMapFormat = "Classic Quake" BuildPgm1 = "KPBSP.EXE" BuildArgs1 = "" BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "KPVIS.EXE" BuildArgs2 = "" BuildPgm3 = "KPRAD.EXE" BuildArgs3 = "-gamedir .. -moddir ." TexturesPath = "textures/" Q2TexFlags = "1" DefaultTexture = "bricks/b_cp_v10x" DefaultTextureTrigger = "common/0_trigger" DefaultTextureOrigin = "common/0_origin" DefaultTextureClip = "common/0_clip" walTrick = "1" TextureFormat = ".tga" TextureWriteFormat = ".tga" BaseDir = "main" tmpQuArK = "tmpQuArK" Palette = "pics/colormap.pcx" Gradient = "pics/colormap.pcx" UnifiedPalette = "1" ExtractFiles = "pics/colormap.pcx" ExtraCmdLine = "+set game %s" RunMapCmdLine = " +map %s" AddOns = "DataKP.qrk" AlwaysPak = "" PakExt = ".pak" Console = "1" Form = "GameKingPin" LightFactor = '0.90000' //adjust radius around light that it shows how far the light goes 3DLight = '512' BrushDecimalPlaces = '5' } MOHAA:config = { Game = "MOHAA" Code = "e" // Hardcoded value in Setup.PAS // Program = "MOHAA.EXE +set sv_pure 0" Program = "mohaa +set developer 1 +set thereisnomonkey 1 +set cheats 1 +set ui_console 1" Directory = "\MOHAA" CheckDirectory = "MOHAA.EXE" CD = "" CDDir = "" MapLimit = '65536 65536 65536' MapCommentsPrefix = "//" OutputMapFormat="Classic Quake" AlwaysWriteThreeFields = "1" EditableSurfaceParms="1" StupidBuildToolKludge = "" BuildPgm1 = "Q3MAP.EXE" BuildArgs1 = "-gamedir "$22"%basepath%"$22" "$22"%file%"$22 BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "Q3MAP.EXE" BuildArgs2 = "-vis -gamedir "$22"%basepath%"$22" "$22"%file%"$22 BuildPgm3 = "MOHLIGHT.EXE" BuildArgs3 = "-gamedir "$22"%basepath%"$22" "$22"%file%"$22 //BuildPgm4 = "BSPC.EXE" //BuildArgs4 = "-bsp2aas %file%.BSP -output %mappath%" //BuildCheck4= "+AAS" TexturesPath = "textures/" ShadersPath = "scripts/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "general_structure/archstone2lt" DefaultTextureTrigger = "common/trigger" DefaultTextureOrigin = "common/origin" DefaultTextureClip = "common/clip" DefaultTextureCaulk = "common/caulk" DefaultTextureScale = "0.5" TextureFormat = ".tga" // primary texture fileextension TextureFileExtensions = ".tga,.jpg" // possible texture fileextensions TextureWriteFormat = ".tga" TextureShaders = "scripts/quark.shader" BaseDir = "main" tmpQuArK = "main" Palette = ":pics/colormap.pcx" ExtraCmdLine = "+set developer 1 +set thereisnomonkey 1 +set cheats 1 +set ui_console 1 +set fs_game %s" RunMapCmdLine = " +map %s" AddOns = "DataMOHAA.qrk"$0D"Q3ArchLib.qrk" AlwaysPak = "" PakExt = ".pk3" PakFormat = "*.PK3" Console = "1" Form = "GameMOHAA" LightFactor = '0.9' 3DLight = '512' //PakExtra1 = ".aas" // PAK extra files into pak file (ie maps/mapname.aas) BrushDecimalPlaces = '5' } Quake 1:config = { Game = "Quake 1" Code = "1" // Hardcoded value in Setup.PAS Program = "Quake.EXE" Directory = "\Quake" CheckDirectory = "QUAKE.EXE" MapCommentsPrefix = "//" OutputMapFormat = "Quark etp" BuildPgm1 = "TXQBSP.EXE" BuildArgs1 = "" BuildCheck1= "+BSP,+PRT,-PTS{LoadLinFile}" BuildPgm2 = "RVIS.EXE" BuildArgs2 = "" BuildPgm3 = "ARGHLITE.EXE" BuildArgs3 = "" DefaultTexture = "bricka2_2" DefaultTextureTrigger = "trigger" DefaultTextureClip = "clip" WateryTex = "*" TextureFormat = ".wad_D" TextureWriteFormat = ".wad_D" TextureWad = "gfx/QuArK.wad" BaseDir = "id1" tmpQuArK = "tmpQuArK" MapHoles = ".pts" Palette = "gfx/palette.lmp" Gradient = "gfx/colormap.lmp" UnifiedPalette = "1" ExtraCmdLine = "-game %s" RunMapCmdLine = " +map %s" AddOns = "DataQ1.qrk" // list of files to use as add-ons for Quake 1 (separator is the character $0D hex., example : "first.qrk"$0D"second.qrk"$0D"third.qrk" AlwaysPak = "" PakExt = ".pak" LightFactor = '0.9' 3DLight = '512' Console = "1" Form = "GameQuake1" PlayerClass = "X" BrushDecimalPlaces = '5' } Quake 2:config = { Game = "Quake 2" Code = "A" // Hardcoded value in Setup.PAS Program = "Quake2.EXE" Directory = "\Quake2" CheckDirectory = "QUAKE2.EXE" CD = "" CDDir = "Install\Data" MapCommentsPrefix = ";" OutputMapFormat = "Quark etp" BuildPgm1 = "TXQBSP3.EXE" BuildArgs1 = "" BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "TIMVIS3.EXE" BuildArgs2 = "" BuildPgm3 = "ARGHRAD.EXE" BuildArgs3 = "-gamedir .. -moddir ." TexturesPath = "textures/" Q2TexFlags = "1" DefaultTexture = "e1u1/damage1_1" DefaultTextureTrigger = "e1u1/trigger" DefaultTextureOrigin = "e1u1/origin" DefaultTextureClip = "e1u1/clip" TextureFormat = ".wal" TextureWriteFormat = ".wal" BaseDir = "baseq2" tmpQuArK = "tmpQuArK" Palette = "pics/colormap.pcx" Gradient = "pics/colormap.pcx" UnifiedPalette = "1" ExtractFiles = "pics/colormap.pcx" ExtraCmdLine = "+set game %s" RunMapCmdLine = " +map %s" AddOns = "DataQ2.qrk" AlwaysPak = "" PakExt = ".pak" Console = "1" Form = "GameQuake2" LightFactor = '0.9' 3DLight = '512' BrushDecimalPlaces = '5' } Quake 3:config = { Game = "Quake 3" Code = "a" // Hardcoded value in Setup.PAS Program = "Quake3.EXE +set sv_pure 0" Directory = "\Quake3" CheckDirectory = "QUAKE3.EXE" CD = "" CDDir = "\Quake3\baseq3" MapLimit = '65536 65536 65536' MapCommentsPrefix = "//" OutputMapFormat = "Brush Primitives" StupidBuildToolKludge = "1" //those guys should get shot for that AlwaysWriteThreeFields = "1" SupportsBrushPrim = "1" BuildPgm1 = "Q3MAP.EXE" BuildArgs1 = "-moddir .." BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "Q3MAP.EXE" BuildArgs2 = "-vis -saveprt" BuildPgm3 = "Q3MAP.EXE" BuildArgs3 = "-light" BuildPgm4 = "BSPC.EXE" BuildArgs4 = "-bsp2aas %file%.BSP -output %mappath%" BuildCheck4= "+AAS" TexturesPath = "textures/" ShadersPath = "scripts/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "base_wall/basewall03" DefaultTextureTrigger = "common/trigger" DefaultTextureOrigin = "common/origin" DefaultTextureClip = "common/clip" DefaultTextureCaulk = "common/caulk" DefaultTextureScale = "0.5" TextureFormat = ".tga" // primary texture fileextension TextureFileExtensions = ".tga,.jpg" // possible texture fileextensions TextureWriteFormat = ".tga" TextureShaders = "scripts/quark.shader" BaseDir = "baseq3" tmpQuArK = "tmpQuArK" Palette = ":pics/colormap.pcx" ExtraCmdLine = "+set fs_game %s" RunMapCmdLine = " +devmap %s" AddOns = "DataQ3.qrk"$0D"Q3ArchLib.qrk"$0D"Q3models.qrk" AlwaysPak = "" PakExt = ".pk3" PakFormat = "*.PK3" Console = "1" Form = "GameQuake3" LightFactor = '0.9' 3DLight = '512' PakExtra1 = ".aas" // PAK extra files into pak file (ie maps/mapname.aas) BrushDecimalPlaces = '5' } RTCW:config = { Game = "RTCW" Code = "d" // Hardcoded value in Setup.PAS Program = "WOLFMP.EXE +set sv_pure 0" Directory = "c:\Progra~1\Return~1" CheckDirectory = "WOLFSP.EXE" CD = "" CDDir = "" MapLimit = '65536 65536 65536' MapCommentsPrefix = "//" OutputMapFormat="Brush Primitives" AlwaysWriteThreeFields = "1" StupidBuildToolKludge = "" // GTKRadiant's Q3MAP.EXE seems to work, when '-game wolf' and -fs_basepath <gamepath>' are applied. BuildPgm1 = "Q3MAP2.EXE" BuildArgs1 = "-game "$22"wolf"$22" -fs_basepath "$22"%basepath%"$22" "$22"%file%"$22 BuildCheck1 = "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "Q3MAP2.EXE" BuildArgs2 = "-game "$22"wolf"$22" -fs_basepath "$22"%basepath%"$22" -vis -saveprt "$22"%file%"$22 BuildPgm3 = "Q3MAP2.EXE" BuildArgs3 = "-game "$22"wolf"$22" -fs_basepath "$22"%basepath%"$22" -vlight "$22"%file%"$22 BuildPgm4 = "BSPC.EXE" BuildArgs4 = "-threads 1 -ext _b0 -cfg %buildpgmsdir%\aascfg_sm.c -bsp2aas ..\%output%\%file%.bsp -output ..\%output%\maps" // BuildCheck4= "+AAS" // it's actually _b0.aas BuildPgm5 = "BSPC.EXE" BuildArgs5 = "-threads 1 -ext _b1 -cfg %buildpgmsdir%\aascfg_lg.c -bsp2aas %basepath%\%output%\%file%.bsp -output ..\%output%\maps" TexturesPath = "textures/" ShadersPath = "scripts/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "xlab_wall/xconcrete_c53b" DefaultTextureTrigger = "common/trigger" DefaultTextureOrigin = "common/origin" DefaultTextureClip = "common/clip" DefaultTextureCaulk = "common/caulk" DefaultTextureScale = "0.5" TextureFormat = ".tga" // primary texture fileextension TextureFileExtensions = ".tga,.jpg" // possible texture fileextensions TextureWriteFormat = ".tga" TextureShaders = "scripts/quark.shader" BaseDir = "main" tmpQuArK = "tmpQuArK" Palette = ":pics/colormap.pcx" ExtraCmdLine = "+set fs_game %s" RunMapCmdLine = " +devmap %s" // won't work, but open console and // run the map by /spmap <mapname> in the console AddOns = "DataRTCW.qrk"$0D"Q3ArchLib.qrk" AlwaysPak = "" PakExt = ".pk3" PakFormat = "*.PK3" Console = "1" Form = "GameRTCW" LightFactor = '0.9' 3DLight = '512' PakExtra1 = ".aas" // PAK extra files into pak file (ie maps/mapname.aas) BrushDecimalPlaces = '5' } Sin:config = { Game = "Sin" Code = "C" // Hardcoded value in Setup.PAS Program = "Sin.EXE" Directory = "\Sin" CheckDirectory = "SIN.EXE" CD = "" CDDir = "Setup\Data" MapCommentsPrefix = ";" OutputMapFormat = "Quark etp" BuildPgm1 = "QBSP3.EXE" BuildArgs1 = "" BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "QVIS3.EXE" BuildArgs2 = "" BuildPgm3 = "QRAD3.EXE" BuildArgs3 = "" TexturesPath = "textures/" Q2TexFlags = "1" DefaultTexture = "intro/wl_outbrick1a" DefaultTextureTrigger = "intro/wl_outbrick1a" //FIXME DefaultTextureClip = "intro/clip" //FIXME TextureFormat = ".swl" TextureWriteFormat = ".swl" BaseDir = "base" tmpQuArK = "tmpQuArK" Palette = ":pics/colormap.pcx" //Gradient = "pics/colormap.pcx" ExtraCmdLine = "+set game %s" RunMapCmdLine = " +map %s" AddOns = "DataSin.qrk" AlwaysPak = "" PakExt = ".sin" PakFormat = "PAK#.SIN" Console = "1" Form = "GameSin" LightFactor = '0.9' 3DLight = '512' BrushDecimalPlaces = '5' } SOF:config = { Game = "SOF" Code = "E" // Hardcoded value in Setup.PAS Program = "sof.EXE" Directory = "\SOF" CheckDirectory = "SOF.EXE" CD = "" CDDir = "Install\Data" MapCommentsPrefix = ";" OutputMapFormat = "Classic Quake" StupidBuildToolKludge = "1" //those guys should get shot for that BuildPgm1 = "SOFBSP.EXE" BuildArgs1 = "" BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "SOFVIS.EXE" BuildArgs2 = "" BuildPgm3 = "SOFARGHRAD.EXE" BuildArgs3 = "-gamedir .. -moddir ." TexturesPath = "textures/" Q2TexFlags = "1" DefaultTexture = "armory/1_2_subfloor1" DefaultTextureTrigger = "armory/trigger" DefaultTextureOrigin = "armory/origin" DefaultTextureClip = "armory/clip" walTrick = "1" // FIXME is that needed ? TextureFormat = ".m32" TextureWriteFormat = ".m32" BaseDir = "base" tmpQuArK = "tmpQuArK" ExtraCmdLine = "+set game %s" RunMapCmdLine = " +map %s" AddOns = "DataSOF.qrk" AlwaysPak = "" PakExt = ".pak" Console = "1" Form = "GameSOF" LightFactor = '0.90000' 3DLight = '512' BrushDecimalPlaces = '5' } SoF2:config = { Game = "SoF2" Code = "h" // Hardcoded value in Setup.PAS Program = "SoF2MP.EXE +set sv_pure 0" Directory = "\SoF2" CheckDirectory = "SoF2MP.EXE" CD = "" CDDir = "" MapLimit = '65536 65536 65536' MapCommentsPrefix = "//" OutputMapFormat="Classic Quake" AlwaysWriteThreeFields = "1" StupidBuildToolKludge = "1" // GTKRadiant's Q3MAP.EXE seems to work, when '-game wolf' and -fs_basepath <gamepath>' are applied. BuildPgm1 = "SOF2MAP.EXE" BuildArgs1 = "-bsp" BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "SOF2MAP.EXE" BuildArgs2 = "-vis -saveprt" BuildPgm3 = "SOF2MAP.EXE" BuildArgs3 = "-light" BuildPgm4 = "SOF2MAP.EXE" BuildArgs4 = "-all" TexturesPath = "textures/" ShadersPath = "shaders/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "jordan/wall_stucco02" DefaultTextureTrigger = "tools/_trigger" DefaultTextureOrigin = "tools/_origin" DefaultTextureClip = "tools/_clip" DefaultTextureCaulk = "tools/_caulk" DefaultTextureScale = "0.5" TextureFormat = ".tga" // primary texture fileextension TextureFileExtensions = ".tga,.jpg" // possible texture fileextensions TextureWriteFormat = ".tga" TextureShaders = "shaders/quark.shader" BaseDir = "base" tmpQuArK = "tmpQuArK" Palette = ":pics/colormap.pcx" ExtraCmdLine = "+set fs_game %s" RunMapCmdLine = " +devmap %s" AddOns = "DataSoF2.qrk"$0D"Q3ArchLib.qrk" AlwaysPak = "" PakExt = ".pk3" PakFormat = "*.PK3" Console = "1" Form = "GameSoF2" LightFactor = '0.9' 3DLight = '512' PakExtra1 = ".nav" // PAK extra files into pak file (ie maps/mapname.nav) BrushDecimalPlaces = '5' } STVEF:config = { Game = "STVEF" Code = "b" // Hardcoded value in Setup.PAS Program = "STVoy.EXE +set sv_pure 0" Directory = "" CheckDirectory = "STVOY.EXE" CD = "" CDDir = "Setup\BaseEF" MapCommentsPrefix = "//" OutputMapFormat="Brush Primitives" AlwaysWriteThreeFields = "1" StupidBuildToolKludge = "1" //those guys should get shot for that BuildPgm1 = "Q3MAP.EXE" BuildArgs1 = "-qdir stvef" BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "Q3MAP.EXE" BuildArgs2 = "-vis -qdir stvef" BuildPgm3 = "Q3MAP.EXE" BuildArgs3 = "-light -qdir stvef" BuildPgm4 = "BSPC.EXE" BuildArgs4 = "-bsp2aas" BuildCheck4= "+AAS" TexturesPath = "textures/" ShadersPath = "scripts/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "cargo/walllow" DefaultTextureTrigger = "common/trigger" DefaultTextureClip = "common/clip" DefaultTextureOrigin = "common/origin" DefaultTextureCaulk = "common/caulk" TextureFormat = ".tga" // primary texture fileextension TextureFileExtensions = ".tga,.jpg" // possible texture fileextensions TextureWriteFormat = ".tga" TextureShaders = "scripts/quark.shader" BaseDir = "baseEF" tmpQuArK = "tmpquark" // tmpQuArK = "BaseEF" Palette = ":pics/colormap.pcx" ExtraCmdLine = "+set fs_game %s" RunMapCmdLine = " +devmap %s" AddOns = "DataSTVEF.qrk" AlwaysPak = "" PakExt = ".pk3" PakFormat = "*.PK3" Console = "1" Form = "GameSTVEF" LightFactor = '0.9' 3DLight = '512' BrushDecimalPlaces = '5' } Sylphis:config = { Game = "Sylphis" Code = "i" Program = "sylphis.exe" Directory = "c:\sylphis" CheckDirectory = "sylphis.exe" MapCommentsPrefix = "//" TexturesPath = "textures/" ShadersPath = "scripts/" Q2TexFlags = "1" BuildPgmsDir = "c:\sylphis\tools" BuildPgm1 = "mc.exe" BuildArgs1 = "-read %mapfile% -write" DefaultTexture = "none" DefaultTextureTrigger = "common/trigger" DefaultTextureOrigin = "common/origin" DefaultTextureClip = "common/clip" DefaultTextureCaulk = "common/caulk" DefaultTextureScale = "0.25" LightFactor = '0.90000' TextureFormat = ".jpg" TextureFileExtensions = ".png,.tga,.jpg" TextureWriteFormat = ".jpg" TextureShaders = "scripts/quark.shader" WateryTex = ")" BaseDir = "base" tmpQuArK = "tmpQuArK" Palette = "" PakExt = ".col" PakFormat = "*.COL" ExtraCmdLine = " -gamedir %s" RunMapCmdLine = " -map %s.cmap" AddOns = "DataSylphis.qrk"$0D"Sylphis_autogen.qrk" Console = "1" Form = "GameSylphis" BrushDecimalPlaces = '5' } Torque:config = { Game = "Torque" Code = "g" // Hardcoded value in Setup.PAS Program = "map2dif_DEBUG.exe" Directory = "c:\Torque" //CheckDirectory = "map2dif_DEBUG.exe" MapCommentsPrefix = "//" // StupidBuildToolKludge = "1" //****************************************************************************** // 220 MAPVERSION // -v verbose -h Process for final build (exhaustive BSP search)(220 mapversion) BuildPgm1 = "c:\torque\tmpquark\map2dif_DEBUG.exe" BuildArgs1 = "-v -h -o ./maps -t ./textures %mapfile%" // // -l Process as low detail shape BuildPgm2 = "c:\torque\tmpquark\map2dif_DEBUG.exe" BuildArgs2 = "-v -l -o ./maps -t ./textures %mapfile%" // // -g Generate navigation graph info BuildPgm3 = "c:\torque\tmpquark\map2dif_DEBUG.exe" BuildArgs3 = "-v -g -o ./maps -t ./textures %mapfile%" // // -e Do extrusion test BuildPgm4 = "c:\torque\tmpquark\map2dif_DEBUG.exe" BuildArgs4 = "-v -e -o ./maps -t ./textures %mapfile%" // // -n Noisy error/statistic reporting BuildPgm5 = "c:\torque\tmpquark\map2dif_DEBUG.exe" BuildArgs5 = "-v -n -o ./maps -t ./textures %mapfile%" // // -p Include a preview bitmap in the interior file BuildPgm6 = "c:\torque\tmpquark\map2dif_DEBUG.exe" BuildArgs6 = "-v -p -o ./maps -t ./textures %mapfile%" //***************************************************************************** // USING LEWIS BRUCK'S -q 3 VERSION // -v verbose -h Process for final build (exhaustive BSP search)(q3 mapversion) BuildPgm9 = "c:\torque\tmpquark\map2dif_DEBUG.exe" BuildArgs9 = "-v -h -q 3 -o ./maps -t ./textures %mapfile%" //***************************************************************************** TexturesPath = "textures/" // DefaultTexture = "" // DefaultTextureTrigger = "trigger" // DefaultTextureOrigin = "origin" // DefaultTextureClip = "clip" // DefaultTextureCaulk = "caulk" // DefaultTextureScale = "0.5" DefaultTexture = "" TextureFormat = ".jpg" TextureWriteFormat = ".jpg" BaseDir = "base" tmpQuArK = "tmpQuArK" // AlwaysPak = "" // PakExt = ".pk3" // PakFormat = "*.PK3" ExtraCmdLine = "" RunMapCmdLine = " %s" AddOns = "DataTorque.qrk" Console = "1" Form = "GameTorque" LightFactor = '0.9' 3DLight = '512' // PlayerClass = "X" BrushDecimalPlaces = '16' } WildWest:config = { // WildWest game add on by SilverPaladin (Capt. Queeg to WildWest folk) Game = "WildWest" Code = "w" // Hardcoded value in Setup.PAS Program = "WOLFMP.EXE +set sv_pure 0 +set fs_game WildWest " Directory = "C:\Progra~1\Return~1\" CheckDirectory = "WildWest.EXE" CD = "" CDDir = "WildWest" MapLimit = '65536 65536 65536' MapCommentsPrefix = "//" OutputMapFormat="Brush Primitives" AlwaysWriteThreeFields = "1" StupidBuildToolKludge = "" // GTKRadiant's Q3MAP.EXE seems to work, when '-game wolf' and -fs_basepath <gamepath>' are applied. BuildPgmsDir = "c:\Progra~1\Return~1\Radiant" BuildPgm1 = "Q3MAP2.EXE" BuildArgs1 = "-game wolf -fs_basepath "$22"%basepath%."$22" -fs_game WildWest -bsp -meta "$22"%mapfile%"$22 BuildCheck1= "+BSP,-LIN{LoadLinFile}" BuildPgm2 = "Q3MAP2.EXE" BuildArgs2 = "-game wolf -fs_basepath "$22"%basepath%."$22" -fs_game WildWest -vis -saveprt "$22"%mapfile%"$22 BuildPgm3 = "Q3MAP2.EXE" BuildArgs3 = "-game wolf -fs_basepath "$22"%basepath%."$22" -fs_game WildWest -light -bounce 10 -fast -samples 3 -thresh 0.3 "$22"%mapfile%"$22 BuildPgm4 = "Q3MAP2.EXE" BuildArgs4 = "-game wolf -fs_basepath "$22"%basepath%."$22" -fs_game WildWest "$22"%mapfile%"$22 BuildCheck4= "+BSP,-LIN{LoadLinFile}" BuildPgm5 = "Q3MAP2.EXE" BuildArgs5 = "-game wolf -fs_basepath "$22"%basepath%."$22" -fs_game WildWest -vlight "$22"%mapfile%"$22 TexturesPath = "textures/" ShadersPath = "scripts/" Q2TexFlags = "1" BezierPatchSupport = "1" // this game supports bezier-patches BezierPatchPluginPrefixes = "MB2" // Prefix of the MB2*.PY files. You can also specify the value: "MB2"$0D"MB3"$0D"MB4" DefaultTexture = "cowboys/kb_wood03" DefaultTextureTrigger = "common/trigger" DefaultTextureOrigin = "common/origin" DefaultTextureClip = "common/clip" DefaultTextureCaulk = "common/caulk" DefaultTextureScale = "0.5" TextureFormat = ".tga" // primary texture fileextension TextureFileExtensions = ".tga,.jpg" // possible texture fileextensions TextureWriteFormat = ".tga" TextureShaders = "scripts/quark.shader" BaseDir = "WildWest" tmpQuArK = "WildWest" Palette = ":pics/colormap.pcx" ExtraCmdLine = "" RunMapCmdLine = " +devmap %s" // won't work, but open console and // run the map by /spmap <mapname> in the console AddOns = "DataWildWest.qrk"$0D"Q3ArchLib.qrk" AlwaysPak = "" PakExt = ".pk3" PakFormat = "*.PK3" Console = "1" Form = "GameWildWest" LightFactor = '0.9' 3DLight = '512' PakExtra1 = ".aas" // PAK extra files into pak file (ie maps/mapname.aas) BrushDecimalPlaces = '5' } } Map:config = { Mouse:config = { Left = "S" LeftShift = "FS" LeftCtrl = "ST" Right = "SM" RightShift = "M" RightCtrl = "STM" Middle = "+" MiddleShift = "" MiddleCtrl = "-" LeftDrag = "RS" LeftDragShift = "C" LeftDragCtrl = "RST" RightDrag = "S" RightDragShift = "Z" RightDragCtrl = "R+" MiddleDrag = "Z" MiddleDragShift = "R-" MiddleDragCtrl = "R+" Form = "MapMouse" } Keys:config = { GridPlus = $C0 GridMinus = $BA ZoomIn = "k" ZoomOut = "m" MoveLeft = "%" MoveRight = "'" MoveUp = "&" MoveDown = "(" Form = "MapKeys" } Options:config = { DrawAxis = "1" SolidGrid = "" GridVisible = "1" GridActive = "1" GridVisibleTex = "1" RedLines2 = "" //ShowWholeLevel = "" //GrayOutOfView = "1" //HideOutOfView = "" //Textured = "" CrossCursor = "1" AutoAdjustNormal = "" DrawMapLimit = "1" PagesLocked = "" TexPanelActive = "1" TexPanelLight = "1" BBoxAlways = "1" BBoxSelected = "1" DeleteFaces = "1" //ViewModels = "1" NoScrollBars = "1" PolySubtractMax = "" HideFaces = "" AutoClosePoly = "" Recenter = "1" HandleHints = "1" TreeKeybDelay = "1" IgnoreToBuild = "1" DisableMapComments = "" // DisableEnhTex = "" DisableFPCoord = "" // Experimental; disable in distributions: // UseIntetralVertices = "" AutoCheckMap = "1" EntityLinesDispersion = "1" CompassNumbers = "1" ComputePolys = "1" HideMouseDrag = "1" Form = "MapOptions" } Building:config = { DefPoly = "128x128x128" WallWidth = '-8' mpOffset = '0 0 64' mpZoom = '2' mpRotate = '15' ForceAngleStep = '15' AutoSave = '10' AutoSaveRun = "1" LinearWarning = "1" //BezierCenterX = '-32' //BezierCenterY = '-32' Form = "MapBuilding" } Layouts:config = { _layout = "4 views (a)" } Display:config = { NormalVector = '40' GridStep = '32' GridMinStep = '5' MapLimit = '4096 4096 4096' GridHighlight = "8" GridHFactor = '2' // Rotate3D = '80 2' // 80 degrees per second during 2 seconds FreeZoom = '1' ViewMode = $01 // gray out of view by default ArrowSize = '40 27' Form = "MapDisplay" } Colors:config = { InvertedColors = "" ViewXZ = $E8E8B8 ViewXY = $E8DCB8 SelXZ = $0080C0 SelXY = $0090C0 Gray = $BABABA Axis = $A6CAF0 GridXZ = $008000 GridXY = $808000 GridLines = $D0D0FF BrEnt = $800000 Duplicator = $0000FF Tag = $FF0000 GrayImage = $FF0000 BSP = $008080 Digger = $FF00FF Linear = $FF0080 Bezier = $008080 Form = "MapColors" } } Model:config = { Mouse:config = { Left = "S" LeftShift = "" LeftCtrl = "ST" Right = "SM" RightShift = "M" RightCtrl = "STM" Middle = "+" MiddleShift = "" MiddleCtrl = "-" LeftDrag = "RS" LeftDragShift = "C" LeftDragCtrl = "RST" RightDrag = "S" RightDragShift = "Z" RightDragCtrl = "R+" MiddleDrag = "Z" MiddleDragShift = "R-" MiddleDragCtrl = "R+" Form = "MapMouse" } Options:config = { DrawAxis = "1" DrawMapLimit = "1" SolidGrid = "" GridVisible = "1" GridActive = "1" GridVisibleTex = "" CompassNumbers = "1" NoScrollBars = "1" CrossCursor = "" HideMouseDrag = "" AutoAdjustNormal = "" PagesLocked = "" HandleHints = "1" LinearBox = "" TreeKeybDelay = "" Form = "MdlOptions" } Building:config = { WallWidth = '-8' mpOffset = '0 0 64' mpZoom = '2' mpRotate = '15' ForceAngleStep = '15' LinearWarning = "1" Form = "MdlBuilding" } Display:config = { NormalVector = '40' GridStep = '16' GridMinStep = '5' MapLimit = '512 512 512' GridHighlight = "8" GridHFactor = '2' FreeZoom = '1' ViewMode = $01 // gray out of view by default ArrowSize = '40 27' HandlesDelay = '0.5' Form = "MdlDisplay" } Colors:config = { InvertedColors = "" ViewXZ = $E8E8B8 ViewXY = $E8DCB8 SelXZ = $0080C0 SelXY = $0090C0 Gray = $BABABA Axis = $A6CAF0 GridXZ = $008000 GridXY = $808000 GridLines = $D0D0FF Tag = $FF0000 GrayImage = $FF0000 Linear = $FF0080 Vertices = $FF0000 Form = "MdlColors" } Layouts:config = { _layout = "Classic" } } Toolbars and Menus:config = { Texture Browser:config = { ImageListTextureDimension = "64" ImageListLoadNoOfTexAtEachCall = "3" Form = "Toolbars_TextureBrowser" } } } ConfigForms.qrk = { MapDisplay:form = // ":form" objects are forms for editing object Specific/Args { // these ones are used in the Configuration dialog box NormalVector: = { Txt = "Length of the normal vector" Typ = "EF1" // Edit Float, 1 value Min = '1' } GridStep: = { Txt = "Grid step" Typ = "EF1" // Edit Float, 1 value Min = '0' } GridMinStep: = { Txt = "Hide grid dots if denser than" Typ = "EF1" // Edit Float, 1 value Min = '0' } GridHighlight: = { Txt = "Highlight every ...th grid line" Typ = "E" Hint = "Highlight grid dots or lines periodically (no value disables this feature)" } GridHFactor: = { Txt = "Highlight them by a factor of" Typ = "EF1" Min = '0' Max = '10' Hint = "How much highlighted are the highlighted dots or lines ? (more or less than 1 to mean more or less visible than others)" } FreeZoom: = { Txt = "'Mouse Free Zoom' sensitivity" Typ = "EF1" Hint = "By default, Mouse Free Zoom is Shift-Middle-mouse-button"$0D"Enter a negative value to reverse 'In' and 'Out' directions" } } MdlDisplay:form = { GridStep: = { Txt = "Grid step" Typ = "EF1" // Edit Float, 1 value Min = '0' } GridMinStep: = { Txt = "Hide grid dots if denser than" Typ = "EF1" // Edit Float, 1 value Min = '0' } GridHighlight: = { Txt = "Highlight every ...th grid line" Typ = "E" Hint = "Highlight grid dots or lines periodically (no value disables this feature)" } GridHFactor: = { Txt = "Highlight them by a factor of" Typ = "EF1" Min = '0' Max = '10' Hint = "How much highlighted are the highlighted dots or lines ? (more or less than 1 to mean more or less visible than others)" } FreeZoom: = { Txt = "'Mouse Free Zoom' sensitivity" Typ = "EF1" Hint = "By default, Mouse Free Zoom is Shift-Middle-mouse-button"$0D"Enter a negative value to reverse 'In' and 'Out' directions" } sep: = {Typ="S" Txt = ""} HandlesDelay: = { Txt = "Delay to display handles" Typ = "EF1" Hint = "If non-zero, some handles are not displayed immediately but after this delay (seconds)" } } t_ProgramHint:incl = { Hint="Specify the game's executable (.EXE) and additional command-line arguments." $0D $0D"QuArK will automatically append arguments to start the .BSP-file in the game," $0D"and arguments to tell the game to use a different startup base-directory." } t_GameBuildPgm:incl = { DefExt="exe" Typ="EP" Txt="...program-executable (path optional)" Hint="Specify the build-tool executable (.EXE) for this step." $0D $0D"The absolute-path is optional, and if not given, you must" $0D"specify it in the 'Default directory of build-programs'." } t_GameBuildArgs:incl = { Typ="E" Txt="...fixed command-line arguments" Hint="Specify the additional command-line arguments for the build-tool." $0D $0D"You can use the following user-variables, which automatically will" $0D"be replaced at run-time. If at least one of these are used, QuArK" $0D"will _not_ append a '<path>/<mapfile>' to the command-line arg.," $0D"so you better remember to do this yourself." $0D $0D"%file% - Gives the map's path and filename without extension" $0D"%mappath% - Gives the map's path with ending backslash" $0D"%mapfile% - Gives the map's path and filename with .MAP extension" $0D"%basepath% - Gives the base directory of the game (see Game Settings above)" $0D"%gamedir% - Gives the game directory of the game (see Game Settings above)" $0D $0D"Examples:" $0D" BSPC.EXE -bps2aas %file%.BSP -output %mappath%" $0D" VIS.EXE -fast %file%" $0D" QRAD3.EXE -threads 4 %file%" // These 'user-variables' are replaced in MapQuakeMenu.PY } t_GameBuildCheck:incl = { Typ="C" Txt="...at program end, check these file-extensions:" Items= "" $0D"+BSP" $0D"+BSP,+PRT" $0D"+BSP,-LIN{LoadLinFile}" $0D"+AAS" Hint="Here you list which file-extensions that should exist or not exist," $0D"after the build-program have ended." $0D $0D"Example; to make sure that a .BSP file have been created, and" $0D"_no_ .LIN file exists, this field should contain: +BSP,-LIN" $0D $0D"A prefixed '+' means 'must exist'" $0D"A prefixed '-' means 'must not exist'" } t_GameBuildPgms:incl = { Console: = {Typ="X" Txt="Run these build-programs..." Cap="in QuArK's console"} BuildPgmsDir:={Typ="ED" Txt="Default directory of build-programs" Hint="This directory is searched to find a build-program,"$0D"if the build-program does not have an absolute path specified."} StupidBuildToolKludge:={Typ="X" Txt="Run tools from base directory" Hint="When this is checked, the tools are run in the base directory,"$0D" on maps in tmpquark"} OutputMapFormat: = { Txt = "Output Map Format" Typ = "C" Items = "Classic Quake" $0D "Quark etp" $0D "Valve 220" $0D "Brush Primitives" Hint="These are set for the game's reccommended build tools. If you don't have these," $0D " Classic Quake1/2/3 will function at a minimal level" } // Typ="X" Txt="Tools support brush primitives" Hint="When this is checked, if use brush primitives map option is also checked,"$0D" maps will be written in brush primitives format"} sep: = {Typ="S" Txt="1st program"} BuildPgm1: = {t_GameBuildPgm=!} BuildArgs1: = {t_GameBuildArgs=!} BuildCheck1:= {t_GameBuildCheck=!} sep: = {Typ="S" Txt="2nd program"} BuildPgm2: = {t_GameBuildPgm=!} BuildArgs2: = {t_GameBuildArgs=!} BuildCheck2:= {t_GameBuildCheck=!} sep: = {Typ="S" Txt="3rd program"} BuildPgm3: = {t_GameBuildPgm=!} BuildArgs3: = {t_GameBuildArgs=!} BuildCheck3:= {t_GameBuildCheck=!} sep: = {Typ="S" Txt="4th program"} BuildPgm4: = {t_GameBuildPgm=!} BuildArgs4: = {t_GameBuildArgs=!} BuildCheck4:= {t_GameBuildCheck=!} sep: = {Typ="S" Txt="5th program"} BuildPgm5: = {t_GameBuildPgm=!} BuildArgs5: = {t_GameBuildArgs=!} BuildCheck5:= {t_GameBuildCheck=!} sep: = {Typ="S" Txt="6th program"} BuildPgm6: = {t_GameBuildPgm=!} BuildArgs6: = {t_GameBuildArgs=!} BuildCheck6:= {t_GameBuildCheck=!} sep: = {Typ="S" Txt="7th program"} BuildPgm7: = {t_GameBuildPgm=!} BuildArgs7: = {t_GameBuildArgs=!} BuildCheck7:= {t_GameBuildCheck=!} sep: = {Typ="S" Txt="8th program"} BuildPgm8: = {t_GameBuildPgm=!} BuildArgs8: = {t_GameBuildArgs=!} BuildCheck8:= {t_GameBuildCheck=!} sep: = {Typ="S" Txt="9th program"} BuildPgm9: = {t_GameBuildPgm=!} BuildArgs9: = {t_GameBuildArgs=!} BuildCheck9:= {t_GameBuildCheck=!} sep: = {Typ="S" Txt = ""} MapCommentsPrefix: = { Typ="E" Txt=".MAP comments prefix" Hint="Specify the character(s) that instruct the build-tools," $0D"which lines in the .MAP file, are end-of-line comments," $0D"and will be ignored." } } t_DefaultTexture:incl = { Txt = "Default texture" Typ = "ET" // Edit Texture Hint = "Default texture when inserting polyhedrons in maps." $0D"An '[auto]' texture." } t_DefaultTextureTrigger:incl = { Txt = "Default trigger texture" Typ = "ET" // Edit Texture Hint = "Default trigger texture when new brush-entities request it." $0D"An '[trigger]' texture." } t_DefaultTextureClip:incl = { Txt = "Default clip texture" Typ = "ET" // Edit Texture Hint = "Default clip texture when new brush-entities request it." $0D"An '[clip]' texture." } t_DefaultTextureOrigin:incl = { Txt = "Default origin texture" Typ = "ET" // Edit Texture Hint = "Default origin texture when new brush-entities request it." $0D"An '[origin]' texture." } t_DefaultTextureCaulk:incl = { Txt = "Default caulk texture" Typ = "ET" // Edit Texture Hint = "Default caulk texture when new brush-entities request it." $0D"An '[caulk]' texture." } Game6DX:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "6DX command-line" Items = "" t_ProgramHint=! } Directory: = { Txt = "Directory of 6DX" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "" } //CD: = //{ // Txt = "6DX CD-ROM drive" // Typ = "ED" // Edit Directory // Hint = "If you installed 6DX minimally, this is the drive of the CD-ROM." // CheckFile = "INSTALL\DATA\BASE\PAK0.PAK" //} AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMZ"} // switches to 6DX cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMZ"} // switches to 6DX cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "6DX" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "6DX" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "6DX" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } //sep: = {Typ="S" Txt = ""} //sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} //t_GameBuildPgms=! sep: = {Typ="S" Txt = ""} MapCommentsPrefix: = { Typ="E" Txt=".MAP comments prefix" Hint="Specify the character(s) that instruct the build-tools," $0D"which lines in the .MAP file, are end-of-line comments," $0D"and will be ignored." } } GameCrystalSpace:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" Txt = "Crystal Space command-line" Items = "WalkTest.EXE" t_ProgramHint=! } Directory: = { Txt = "Directory of Crystal Space" Typ = "ED" Hint = "Path to the game executable" CheckFile = "" } AddOns:tbbtn = { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC11011111166602444045555 $4866602C2AA478887866602C4A24787F78666022AC48778878666022CC4788887866 $6000407787877866608777777777784448444844487F785C77CF77CC4877785CC7C7 $77CC488880055555555548870666608888888800666666666666666666 cmd:macro = { Typ = "M" Msg = "GAMc" } // switches to Crystal Space (cmd=GAM, game=c) cmd:macro = { Typ = "M" Msg = "ADDO" } // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0FA $0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AAA220FBB003 $22022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A0022002A200666002A $AAA20006666666002A200666666666660006666666 cmd:macro = { Typ = "M" Msg = "GAMc" } // switches to Crystal Space (cmd=GAM, game=c) cmd:macro = { Typ = "M" Msg = "OUTP" } // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Crystal Space" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameDoom3:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "Doom 3 command-line" Items = "Doom3.EXE +set sv_pure 0" t_ProgramHint=! } Directory: = { Txt = "Directory of Doom 3" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "DOOM3.EXE" } CD: = { Txt = "Doom 3 CD-ROM drive" Typ = "ED" // Edit Directory Hint = "If you installed Quake 3 minimally, this is the drive of the CD-ROM." CheckFile = "Doom3\base\pak000.pk4" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMj"} // switches to Doom 3 (cmd=GAM, game=j) cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMj"} // switches to Doom 3 (cmd=GAM, game=j) cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Doom 3" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "Doom 3" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "Doom 3" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "Doom 3" } DefaultTextureCaulk: = { t_DefaultTextureCaulk = ! GameCfg = "Doom 3" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameHalfLife:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "Half-Life command-line" Items = "HL.EXE" $0D"HL.EXE -console -dev -zone 1024 +set sv_cheats 1" t_ProgramHint=! } Directory: = { Txt = "Directory of Half-Life" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "HL.EXE" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAM3"} // switches to Half-Life cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAM3"} // switches to Half-Life cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Half-Life" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "Half-Life" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "Half-Life" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "Half-Life" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } EnableTransparency: = { Txt = "In OpenGL window, enable transparency (slow!)" Typ = "X" Hint = "When checked, brush-entities that has their" $0D"'rendermode' and 'renderamt' set to transparency," $0D"will be drawn transparent in the OpenGL window - " $0D"though NOT exactly drawn as in-game." $0D $0D"Notice! When enabled the OpenGL window may" $0D"be very slow to update itself, when changing" $0D"the scenery." } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameHalfLife2:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "Half-Life2 command-line" t_ProgramHint=! Items = "e:\spiele\steam\steam.exe -applaunch 220 -dev -console -window -width 800 -height 600" $0D"e:\spiele\steam\steam.exe -applaunch 240 -dev -console -window -width 800 -height 600" $0D"e:\spiele\steam\steam.exe -applaunch 320 -dev -console -window -width 800 -height 600" } SteamFSModule = { DefExt="dll" Txt = "Steam Filesystem Dll" Typ = "EP" Hint = "chose FileSystem_Steam.dll from sourcesdk/bin directory" } SteamAppUser = { Txt = "Steam Account Name" Hint = "The Name you logon into steam" } SteamAppId = { Txt = "Steam App Id" Hint = "set to 211" } Directory: = { Txt = "Steam Directory" Typ = "ED" // Edit Directory Hint = "Steam Install Directory" CheckFile = "steam.exe" } tmpQuArK: = { Txt = "Game Directory" Typ = "C" // combo box Hint = "relative to steam install directory, e.g. SteamApps/<insert your Steam Account Name here>/counter-strike source/cstrike" Items = "SteamApps/<insert your Steam Account Name here>/half-life 2 deathmatch/hl2mp" $0D"SteamApps/<insert your Steam Account Name here>/half-life 2/hl2" $0D"SteamApps/<insert your Steam Account Name here>/counter-strike source/cstrike" } TextureWriteSubFormatA: = { Typ = "CL" Txt = "Format of exported alpha Textures" Values = "0"$0D"1"$0D"6"$0D"7"$0D"8"$0D"9"$0D"10"$0D "11"$0D"12"$0D"13"$0D"14"$0D"15"$0D"16"$0D"17"$0D"18"$0D"19"$0D"20"$0D "21"$0D"22"$0D"23"$0D"24"$0D"25" Items = "RGBA8888" $0D "ABGR8888" $0D "IA88" $0D "P8" $0D "A8" $0D "RGB888_BLUESCREEN" $0D "BGR888_BLUESCREEN" $0D "ARGB8888" $0D "BGRA8888" $0D "DXT1" $0D "DXT3" $0D "DXT5" $0D "BGRX8888" $0D "BGR565" $0D "BGRX5551" $0D "BGRA4444" $0D "DXT1_ONEBITALPHA" $0D "BGRA5551" $0D "UV88" $0D "UVWQ8888" $0D "RGBA16161616F" $0D "RGBA16161616" $0D "UVLX8888" } TextureWriteSubFormat: = { Typ = "CL" Txt = "Format of exported non alpha Textures" Values = "2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"10"$0D "13"$0D"14"$0D"15"$0D"16"$0D"17"$0D "21"$0D"22"$0D"25" Items = "RGB888" $0D "BGR888" $0D "RGB565" $0D "I8" $0D "IA88" $0D "P8" $0D "A8" $0D "RGB888_BLUESCREEN" $0D "BGR888_BLUESCREEN" $0D "DXT1" $0D "DXT3" $0D "DXT5" $0D "BGRX8888" $0D "BGR565" $0D "BGRX5551" $0D "UV88" $0D "UVWQ8888" $0D "UVLX8888" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMk"} // switches to Half-Life2 cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMk"} // switches to Half-Life2 cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Half-Life2" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "Half-Life2" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "Half-Life2" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "Half-Life2" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } EnableTransparency: = { Txt = "In OpenGL window, enable transparency (slow!)" Typ = "X" Hint = "When checked, brush-entities that has their" $0D"'rendermode' and 'renderamt' set to transparency," $0D"will be drawn transparent in the OpenGL window - " $0D"though NOT exactly drawn as in-game." $0D $0D"Notice! When enabled the OpenGL window may" $0D"be very slow to update itself, when changing" $0D"the scenery." } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameHeretic2:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "Heretic II command-line" Items = "Heretic2.EXE" t_ProgramHint=! } Directory: = { Txt = "Directory of Heretic II" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "HERETIC2.EXE" } CD: = { Txt = "Heretic II CD-ROM drive" Typ = "ED" // Edit Directory Hint = "If you installed Heretic II minimally, this is the drive of the CD-ROM." CheckFile = "INSTALL\DATA\BASE\PAK0.PAK" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMB"} // switches to Hr2 cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMB"} // switches to Hr2 cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Heretic II" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "Heretic II" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "Heretic II" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameHexenII:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "Hexen II command-line" Items = "H2.EXE" $0D"H2.EXE -listen 8" $0D"GLH2.EXE" $0D"GLH2.EXE -listen 8" t_ProgramHint=! } Directory: = { Txt = "Directory of Hexen II" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "H2.EXE" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAM2"} // switches to Hexen II cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAM2"} // switches to Hexen II cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } PlayerClass: = { Typ = "CL" Txt = "Player class" Values = "1"$0D"2"$0D"3"$0D"4" Items = "Paladin" $0D "Crusader" $0D "Necromancer" $0D "Assassin" } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Hexen II" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "Hexen II" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "Hexen II" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameJA:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "JA command-line" Items = "JASP.EXE +set sv_pure 0" t_ProgramHint=! } Directory: = { Txt = "Directory of Jedi Academy" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "JASP.EXE" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMl"} // switches to JA (cmd=GAM, game=l) cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMl"} // switches to JA (cmd=GAM, game=l) cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "JA" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "JA" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "JA" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "JA" } DefaultTextureCaulk: = { t_DefaultTextureCaulk = ! GameCfg = "JA" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameJK2:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "JK2 command-line" Items = "JK2MP.EXE +set sv_pure 0" t_ProgramHint=! } Directory: = { Txt = "Directory of Jedi Knight 2" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "JK2MP.EXE" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMf"} // switches to JK2 (cmd=GAM, game=f) cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMf"} // switches to JK2 (cmd=GAM, game=f) cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "JK2" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "JK2" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "JK2" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "JK2" } DefaultTextureCaulk: = { t_DefaultTextureCaulk = ! GameCfg = "JK2" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameKingPin:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" Txt = "KingPin command-line" Items = "KingPin.EXE" $0D"KingPin.EXE +set developer 1" t_ProgramHint=! } Directory: = { Txt = "Directory of KingPin" Typ = "ED" Hint = "Path to the game executable" CheckFile = "kingpin.EXE" } AddOns:tbbtn = { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC11011111166602444045555 $4866602C2AA478887866602C4A24787F78666022AC48778878666022CC4788887866 $6000407787877866608777777777784448444844487F785C77CF77CC4877785CC7C7 $77CC488880055555555548870666608888888800666666666666666666 cmd:macro = { Typ = "M" Msg = "GAMD" } // switches to KingPin (cmd=GAM, game=D) cmd:macro = { Typ = "M" Msg = "ADDO" } } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0FA $0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AAA220FBB003 $22022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A0022002A200666002A $AAA20006666666002A200666666666660006666666 cmd:macro = { Typ = "M" Msg = "GAMD" } // switches to KingPin (cmd=GAM, game=D) cmd:macro = { Typ = "M" Msg = "OUTP" } } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "KingPin" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "KingPin" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "KingPin" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "KingPin" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} walTrick: = { Typ = "X" Txt = "This version of qbsp3 wants" Cap = ".WAL texture files" Hint = "check this to have QuArK write both .WAL and .TGA textures (kpBSP can't read .TGA textures)" } t_GameBuildPgms=! } GameMOHAA:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "MOHAA command-line" Items = "MOHAA.EXE +set sv_pure 0" t_ProgramHint=! } Directory: = { Txt = "Directory of MOHAA" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "MOHAA.EXE" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMe"} // switches to MOHAA (cmd=GAM, game=e) cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMe"} // switches to MOHAA (cmd=GAM, game=e) cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "MOHAA" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "MOHAA" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "MOHAA" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "MOHAA" } DefaultTextureCaulk: = { t_DefaultTextureCaulk = ! GameCfg = "MOHAA" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameQuake1:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "Quake command-line" Items = "Quake.EXE" $0D"Quake.EXE -listen 4" $0D"GLQuake.EXE" $0D"GLQuake.EXE -listen 4" $0D"WinQuake.EXE" $0D"WinQuake.EXE -listen 4" $0D"WinDed.EXE" t_ProgramHint=! } Directory: = { Txt = "Directory of Quake 1" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "QUAKE.EXE" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAM1"} // switches to Quake 1 cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAM1"} // switches to Quake 1 cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Quake 1" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "Quake 1" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "Quake 1" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameQuake2:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "Quake 2 command-line" Items = "Quake2.EXE" t_ProgramHint=! } Directory: = { Txt = "Directory of Quake 2" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "QUAKE2.EXE" } CD: = { Txt = "Quake 2 CD-ROM drive" Typ = "ED" // Edit Directory Hint = "If you installed Quake 2 minimally, this is the drive of the CD-ROM." CheckFile = "INSTALL\DATA\BASEQ2\PAK0.PAK" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMA"} // switches to Quake 2 cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMA"} // switches to Quake 2 cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Quake 2" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "Quake 2" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "Quake 2" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "Quake 2" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameQuake3:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "Quake 3 command-line" Items = "Quake3.EXE +set sv_pure 0" t_ProgramHint=! } Directory: = { Txt = "Directory of Quake 3" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "QUAKE3.EXE" } CD: = { Txt = "Quake 3 CD-ROM drive" Typ = "ED" // Edit Directory Hint = "If you installed Quake 3 minimally, this is the drive of the CD-ROM." CheckFile = "Quake3\BASEQ3\PAK0.PK3" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMa"} // switches to Quake 3 (cmd=GAM, game=a) cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMa"} // switches to Quake 3 (cmd=GAM, game=a) cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Quake 3" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "Quake 3" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "Quake 3" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "Quake 3" } DefaultTextureCaulk: = { t_DefaultTextureCaulk = ! GameCfg = "Quake 3" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameRTCW:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "RTCW command-line" Items = "WOLFSP.EXE +set sv_pure 0" t_ProgramHint=! } Directory: = { Txt = "Directory of RTCW" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "WOLFSP.EXE" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMd"} // switches to RTCW (cmd=GAM, game=d) cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMd"} // switches to RTCW (cmd=GAM, game=d) cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "RTCW" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "RTCW" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "RTCW" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "RTCW" } DefaultTextureCaulk: = { t_DefaultTextureCaulk = ! GameCfg = "RTCW" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameSin:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "Sin command-line" Items = "Sin.EXE" t_ProgramHint=! } Directory: = { Txt = "Directory of Sin" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "SIN.EXE" } CD: = { Txt = "Sin CD-ROM drive" Typ = "ED" // Edit Directory Hint = "If you installed Sin minimally, this is the drive of the CD-ROM." CheckFile = "SETUP\DATA\BASE\PAK0.SIN" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMC"} // switches to Sin cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMC"} // switches to Sin cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Sin" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "Sin" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "Sin" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameSOF:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" Txt = "SOF command-line" Items = "SOF.EXE" $0D"SOF.EXE +set console 1" t_ProgramHint=! } Directory: = { Txt = "Directory of SOF" Typ = "ED" Hint = "Path to the game executable" CheckFile = "sof.EXE" } AddOns:tbbtn = { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC11011111166602444045555 $4866602C2AA478887866602C4A24787F78666022AC48778878666022CC4788887866 $6000407787877866608777777777784448444844487F785C77CF77CC4877785CC7C7 $77CC488880055555555548870666608888888800666666666666666666 cmd:macro = { Typ = "M" Msg = "GAME" } // switches to SOF (cmd=GAM, game=E) cmd:macro = { Typ = "M" Msg = "ADDO" } } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0FA $0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AAA220FBB003 $22022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A0022002A200666002A $AAA20006666666002A200666666666660006666666 cmd:macro = { Typ = "M" Msg = "GAME" } // switches to SOF (cmd=GAM, game=E) cmd:macro = { Typ = "M" Msg = "OUTP" } } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "SOF" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "SOF" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "SOF" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "SOF" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} walTrick: = { //FIXME ! is this needed ? Typ = "X" Txt = "This version of qbsp wants" Cap = ".WAL texture files" Hint = "check this to have QuArK write both .WAL and .TGA textures (kpBSP can't read .TGA textures)" } t_GameBuildPgms=! } GameSoF2:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "SoF2 command-line" Items = "SoF2MP.EXE +set sv_pure 0" t_ProgramHint=! } Directory: = { Txt = "Directory of Soldier of Fortune 2" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "SoF2MP.EXE" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMf"} // switches to SoF2 (cmd=GAM, game=f) cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMf"} // switches to SoF2 (cmd=GAM, game=f) cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "SoF2" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "SoF2" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "SoF2" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "SoF2" } DefaultTextureCaulk: = { t_DefaultTextureCaulk = ! GameCfg = "SoF2" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameSTVEF:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "StarTrek Voyager Elite Force command-line" Items = "STVoy.EXE +set sv_pure 0" $0D"STVoyHM.EXE +set sv_pure 0" t_ProgramHint=! } Directory: = { Txt = "Directory of StarTrek Voyager Elite Force" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "STVOY.EXE" } CD: = { Txt = "StarTrek Voyager Elite Force CD-ROM drive" Typ = "ED" // Edit Directory Hint = "If you installed StarTrek minimally, this is the drive of the CD-ROM." CheckFile = "SETUP\BASEEF\PAK0.PK3" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMb"} // switches to StarTrek (cmd=GAM, game=b) cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMb"} // switches to StarTrek (cmd=GAM, game=b) cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "STVEF" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "STVEF" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "STVEF" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "STVEF" } DefaultTextureCaulk: = { t_DefaultTextureCaulk = ! GameCfg = "STVEF" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameSylphis:form = { Style = "3" sep: = { Typ = "S" Txt = "---- Game Settings ----" } Program: = { Typ = "C" Txt = "Sylphis command line" Items = "sylphis.exe" t_ProgramHint=! } ExtraCmdLine: = { Typ = "C" Txt = "Sylphis extra command line" Items = " -gamedir %s" } Directory: = { Txt = "Directory of Sylphis" Typ = "ED" Hint = "Path to the game executable" CheckFile = "sylphis.exe" } ShadersPath: = { Txt = "Shader directory" Typ = "ED" } AddOns:tbbtn = { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC11011111166602444045555 $4866602C2AA478887866602C4A24787F78666022AC48778878666022CC4788887866 $6000407787877866608777777777784448444844487F785C77CF77CC4877785CC7C7 $77CC488880055555555548870666608888888800666666666666666666 cmd:macro = { Typ = "M" Msg = "GAMi" } cmd:macro = { Typ = "M" Msg = "ADDO" } } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0FA $0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AAA220FBB003 $22022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A0022002A200666002A $AAA20006666666002A200666666666660006666666 cmd:macro = { Typ = "M" Msg = "GAMi" } cmd:macro = { Typ = "M" Msg = "OUTP" } } sep: = { Typ = "S" Txt = "" } sep: = { Typ = "S" Txt = "---- Map-editor Settings ----" } DefaultTexture: = { Txt = "Default texture" Typ = "ET" Hint = "Default texture when inserting polyhedrons in maps."$0D"An '[a" "uto]' texture." GameCfg = "Sylphis" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darke" "r scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = { Typ = "S" Txt = "" } sep: = { Typ = "S" Txt = "---- Build Programs Execution Sequence ----" } t_GameBuildPgms=! } GameTorque:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" Txt = "Torque converter" Items = "map2dif_DEBUG.EXE" //t_ProgramHint=! } Directory: = { Txt = "Directory of Torque files" Typ = "ED" Hint = "Path to the converter executable" CheckFile = "" } AddOns:tbbtn = { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC11011111166602444045555 $4866602C2AA478887866602C4A24787F78666022AC48778878666022CC4788887866 $6000407787877866608777777777784448444844487F785C77CF77CC4877785CC7C7 $77CC488880055555555548870666608888888800666666666666666666 cmd:macro = { Typ = "M" Msg = "GAMg" } // switches to Torque (cmd=GAM, game=g) cmd:macro = { Typ = "M" Msg = "ADDO" } // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0FA $0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AAA220FBB003 $22022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A0022002A200666002A $AAA20006666666002A200666666666660006666666 cmd:macro = { Typ = "M" Msg = "GAMg" } // switches to Torque (cmd=GAM, game=g) cmd:macro = { Typ = "M" Msg = "OUTP" } // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "Torque" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } GameWildWest:form = { Style = "3" sep: = {Typ="S" Txt="---- Game Settings ----"} Program: = { Typ = "C" // combo box Txt = "WildWest command-line" Items = "WOLFMP.EXE +set sv_pure 0 +set fs_Game WildWest" t_ProgramHint=! } Directory: = { Txt = "Directory of WildWest" Typ = "ED" // Edit Directory Hint = "Path to the game executable" CheckFile = "WildWest.exe" } AddOns:tbbtn = // button (don't forget :tbbtn for all the action buttons !) { Typ = "+" Txt = "Installed Add-ons" Cap = "Add-ons..." Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 cmd:macro = {Typ="M" Msg="GAMw"} // switches to RTCW (cmd=GAM, game=d) cmd:macro = {Typ="M" Msg="ADDO"} // opens Add-ons configuration dialog box } Outp:tbbtn = { Typ = "+" Txt = "Paths and files to create" Cap = "Output directories..." Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0 $FA0603303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AA $A220FBB00322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A $0022002A200666002AAAA20006666666002A200666666666660006666666 cmd:macro = {Typ="M" Msg="GAMw"} // switches to RTCW (cmd=GAM, game=d) cmd:macro = {Typ="M" Msg="OUTP"} // opens "Output directories" dialog box } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Map-editor Settings ----"} DefaultTexture: = { t_DefaultTexture = ! GameCfg = "WildWest" } DefaultTextureTrigger: = { t_DefaultTextureTrigger = ! GameCfg = "WildWest" } DefaultTextureClip: = { t_DefaultTextureClip = ! GameCfg = "WildWest" } DefaultTextureOrigin: = { t_DefaultTextureOrigin = ! GameCfg = "WildWest" } DefaultTextureCaulk: = { t_DefaultTextureCaulk = ! GameCfg = "WildWest" } 3DLight: = { Txt = "Game Light saturation" Typ = "EF1" Hint = "Currently only for the OpenGL viewer. Larger values make darker scenes." } BrushDecimalPlaces: = { Txt = "No. of Decimal Places for Brushes" Typ = "EF1" Hint="Set for the number of Decimals to write to the map file."$0D"This applies to brushes only, the default is 5 places." Min = '1' Max = '40' } sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Execution Sequence ----"} t_GameBuildPgms=! } MapColors:form = { Style = "7" // gray form instead of white one Scheme0: = { Txt = "Color schemes" Cap = "Default color scheme" Typ = "B" // Button //Msg = "1" Data: = // the data that this button puts in the object when you click it { InvertedColors = "" ViewXZ = $E8E8B8 ViewXY = $E8DCB8 SelXZ = $0080C0 SelXY = $0090C0 Gray = $BABABA Axis = $A6CAF0 GridXZ = $008000 GridXY = $808000 GridLines = $D0D0FF BrEnt = $800000 Duplicator = $0000FF Tag = $FF0000 GrayImage = $FF0000 BSP = $008080 Digger = $FF00FF Linear = $FF0080 Bezier = $008080 } } Scheme1: = { Cap = "Classic QuArK scheme" Typ = "B" // Button //Msg = "1" Data: = // the data that this button puts in the object when you click it { InvertedColors = "" ViewXZ = $80FF80 ViewXY = $FFFF80 SelXZ = $008000 SelXY = $808000 Gray = $C0C0C0 Axis = $A6CAF0 GridXZ = $008000 GridXY = $808000 GridLines = $D0D0FF BrEnt = $800000 Duplicator = $0000FF Tag = $FF0000 GrayImage = $FF0000 BSP = $008080 Digger = $FF00FF Linear = $FF0080 Bezier = $008080 } } Scheme2: = { Cap = "Black-on-white scheme" Typ = "B" // Button //Msg = "1" Data: = { InvertedColors = "" ViewXZ = $FFFFFF ViewXY = $FFFFFF SelXZ = $80FF80 SelXY = $FFFF80 Gray = $C0C0C0 Axis = $A6CAF0 GridXZ = $008000 GridXY = $808000 GridLines = $D0D0FF BrEnt = $800000 Duplicator = $008000 Tag = $FF8040 GrayImage = $0000FF BSP = $8080FF Digger = $FF00FF Linear = $FF0080 Bezier = $008080 } } Scheme3: = { Cap = "White-on-black scheme" Typ = "B" // Button //Msg = "1" Data: = { InvertedColors = "1" ViewXZ = $000000 ViewXY = $000000 SelXZ = $FF4040 SelXY = $D0B870 Gray = $C0C0C0 Axis = $C1DEFF GridXZ = $008000 GridXY = $808000 GridLines = $003C80 BrEnt = $FFFF80 Duplicator = $C000C0 Tag = $FF0000 GrayImage = $C1DEFF BSP = $419AFF Digger = $FF00FF Linear = $FF0080 Bezier = $008080 } } Sep1: = { Typ = "S" // Separator Txt = "" } InvertedColors: = { Txt = "Base color scheme" Typ = "X" // checkboX Cap = "white on black" } ViewXZ: = { Txt="Side map view (XZ)" Typ="LI" } // coLor selection, Integer ViewXY: = { Txt="Top map view (XY)" Typ="LI" } SelXZ: = { Txt="Selected brushes, side view" Typ="LI" } SelXY: = { Txt="Selected brushes, top view" Typ="LI" } Gray: = { Txt="Out-of-view grayed parts" Typ="LI" } Axis: = { Txt="Axis" Typ="LI" } GridXZ: = { Txt="Grid dots, side view" Typ="LI" } GridXY: = { Txt="Grid dots, top view" Typ="LI" } GridLines: = { Txt="Grid lines" Typ="LI" } BrEnt: = { Txt="Brush entities (doors,...)" Typ="LI" } Duplicator: = { Txt="Duplicator images" Typ="LI" } Tag: = { Txt="Tagged point / group handle" Typ="LI" } GrayImage: = { Txt="While dragging" Typ="LI" } BSP: = { Txt="BSP map" Typ="LI" } Digger: = { Txt="Digging polyhedrons" Typ="LI" } Bezier: = { Txt="Bezier patches" Typ="LI" } Linear: = { Txt="Linear Mapping box" Typ="LI" } } MdlColors:form = { Style = "7" // gray form instead of white one Scheme0: = { Txt = "Color schemes" Cap = "Default color scheme" Typ = "B" // Button //Msg = "1" Data: = // the data that this button puts in the object when you click it { InvertedColors = "" ViewXZ = $E8E8B8 ViewXY = $E8DCB8 SelXZ = $0080C0 SelXY = $0090C0 Gray = $BABABA Axis = $A6CAF0 GridXZ = $008000 GridXY = $808000 GridLines = $D0D0FF Tag = $FF0000 GrayImage = $FF0000 Linear = $FF0080 Vertices = $FF0000 } } Sep1: = { Typ = "S" // Separator } InvertedColors: = { Txt = "Base color scheme" Typ = "X" // checkboX Cap = "white on black" } ViewXZ: = { Txt = "Side map view (XZ)" Typ = "LI" } // coLor selection, Integer ViewXY: = { Txt = "Top map view (XY)" Typ = "LI" } SelXZ: = { Txt = "Selected brushes, side view" Typ = "LI" } SelXY: = { Txt = "Selected brushes, top view" Typ = "LI" } Gray: = { Txt = "Out-of-view grayed parts" Typ = "LI" } Axis: = { Txt = "Axis" Typ = "LI" } GridXZ: = { Txt = "Grid dots, side view" Typ = "LI" } GridXY: = { Txt = "Grid dots, top view" Typ = "LI" } GridLines: = { Txt = "Grid lines" Typ = "LI" } Tag: = { Txt = "Tagged point / group handle" Typ = "LI" } GrayImage: = { Txt = "While dragging" Typ = "LI" } Linear: = { Txt = "Linear Mapping box" Typ = "LI" } Vertices: = { Txt = "Vertex dots" Typ = "LI" } } HotKeyForm:incl = { Txt = "&R" // Read-only but use the 'Specific-name' for label Typ = "R" Hint = "If map-editor has started, new assignment will apply on" $0D"next QuArK restart. Otherwise when map-editor is started." } AlphaKeyForm:incl = { Txt = "&R" // Read-only but use the 'Specific-name' for label Typ = "R" } MouseForm:incl = // ":incl" objects can be included in other objects (see below) { Typ = "CL" // Combobox List Items = "Ignored" $0D"Select object" $0D"Frozen selection" $0D"Select multiple" $0D"Select and Menu" $0D"Multiselect and Menu" $0D"Menu only" $0D"Zoom In" $0D"Zoom Out" Values = "" $0D"S" $0D"FS" $0D"ST" $0D"SM" $0D"STM" $0D"M" $0D"+" $0D"-" } MDragForm:incl = { Typ = "CL" // Combobox List Items = "Ignored if not on an handle" $0D"Rectangle selection" $0D"Multiple rect. sel." $0D"Rect. sel. and Menu" $0D"MultiRectSel and Menu" $0D"Scroll View" $0D"Zoom In rect. / sidestep" $0D"Zoom Out rect. / sidestep" $0D"Mouse Free Zoom" $0D"Circle Strafe Selection" Values = "" $0D"RS" $0D"RST" $0D"RSM" $0D"RSTM" $0D"S" $0D"R+" $0D"R-" $0D"Z" $0D"C" } MapHotKeys:form = { Style = "7" Open: = {HotKeyForm = !} Save: = {HotKeyForm = !} Close: = {HotKeyForm = !} sep:={Typ="S" Txt = ""} Cut: = {HotKeyForm = !} Copy: = {HotKeyForm = !} Delete: = {HotKeyForm = !} Undo: = {HotKeyForm = !} Redo: = {HotKeyForm = !} Duplicate: = {HotKeyForm = !} sep:={Typ="S" Txt = ""} Cancel Selections: = {HotKeyForm = !} Select Parent: = {HotKeyForm = !} Collapse Tree: = {AlphaKeyForm = ! Hint="Prevent collapse of treeview on climb with Parent key."$0D" Key must be an ordinary alphabetic key, not used by 3DView|Keyboard Settings."} Select Child: = {HotKeyForm = !} Select Next: = {HotKeyForm = !} Select Previous: = {HotKeyForm = !} Same Type = {AlphaKeyForm = ! Hint="When this key is depressed, prev/next selection must be of same type" $0D " Must be an ordinary alphabetic key, not used by 3DView|Keyboard Settings."} sep:={Typ="S" Txt = ""} Insert: = {HotKeyForm = !} Tag Side: = {HotKeyForm = !} Clear Tags: = {HotKeyForm = !} Glue Side: = {HotKeyForm = !} Add to Tagged: = {HotKeyForm = !} Align Texture: = {HotKeyForm = !} Link Selection: = {HotKeyForm = !} Select Tagged Faces: = {HotKeyForm = !} Extend Selection: = {HotKeyForm = !} Unrestrict Selection: = {HotKeyForm = !} Restrict to Selection: = {HotKeyForm = !} Zoom to Selection: = {HotKeyForm = !} Brush Subtraction: = {HotKeyForm = !} Browse Multiple Selection = {HotKeyForm = !} Freeze Selection: = {HotKeyForm = !} Unfreeze Selection: = {HotKeyForm = !} Invert Face Selection: = {HotKeyForm = !} Make Detail: = {HotKeyForm = !} AxisXYZ: = {HotKeyForm = !} Rebuild3D: = {HotKeyForm = !} sep:={Typ="S" Txt = ""} Game Menu:= {Txt="&R" Typ="ESR"} } MapAuxKeys:form = { Style = "7" Select Faces: = { Txt = "&R" Typ = "R" Hint = "If this key is down, a mouseclick will select only faces."$0D "If map-editor has started, new assignment will apply on" $0D"next QuArK restart. Otherwise when map-editor is started." } Select Brushes: = { Txt = "&R" Typ = "R" Hint = "If this key is down, a mouseclick will select only brushes."$0D "If map-editor has started, new assignment will apply on" $0D"next QuArK restart. Otherwise when map-editor is started." } Select Curves: = { Txt = "&R" Typ = "R" Hint = "If this key is down, a mouseclick will select only curves (beziers)."$0D "If map-editor has started, new assignment will apply on" $0D"next QuArK restart. Otherwise when map-editor is started." } Select Entities: = { Txt = "&R" Typ = "R" Hint = "If this key is down, a mouseclick will select only entities (point and brush)."$0D "If map-editor has started, new assignment will apply on" $0D"next QuArK restart. Otherwise when map-editor is started." } } MapMouse:form = { Style = "7" Left: = { Txt = "Left mouse button" MouseForm = ! // Includes "MouseForm:incl" here at load time (the :incl must be present BEFORE the ! in the file) } LeftShift: = { Txt = "Left button with Shift key" MouseForm = ! } LeftCtrl: = { Txt = "Left button with Ctrl key" MouseForm = ! } Right: = { Txt = "Right mouse button" MouseForm = ! } RightShift: = { Txt = "Right button with Shift key" MouseForm = ! } RightCtrl: = { Txt = "Right button with Ctrl key" MouseForm = ! } Middle: = { Txt = "Middle mouse button" MouseForm = ! } MiddleShift: = { Txt = "Middle button with Shift key" MouseForm = ! } MiddleCtrl: = { Txt = "Middle button with Ctrl key" MouseForm = ! } sep:={Typ="S" Txt = ""} LeftDrag: = { Txt = "Left button dragging" MDragForm = ! } LeftDragShift: = { Txt = "Left dragging with Shift" MDragForm = ! } LeftDragCtrl: = { Txt = "Left dragging with Ctrl" MDragForm = ! } RightDrag: = { Txt = "Right button dragging" MDragForm = ! } RightDragShift: = { Txt = "Right dragging with Shift" MDragForm = ! } RightDragCtrl: = { Txt = "Right dragging with Ctrl" MDragForm = ! } MiddleDrag: = { Txt = "Middle button dragging" MDragForm = ! } MiddleDragShift: = { Txt = "Middle dragging with Shift" MDragForm = ! } MiddleDragCtrl: = { Txt = "Middle dragging with Ctrl" MDragForm = ! } } MapKeys:form = { GridPlus = {Typ="K" Txt="Increase grid step (*2)"} GridMinus = {Typ="K" Txt="Decrease grid step (/2)"} ZoomIn = {Typ="K" Txt="Zoom in"} ZoomOut = {Typ="K" Txt="Zoom out"} MoveLeft = {Typ="K" Txt="Move objects to the left"} MoveRight = {Typ="K" Txt="Move objects to the right"} MoveUp = {Typ="K" Txt="Move objects up"} MoveDown = {Typ="K" Txt="Move objects down"} } GeneralDisplay:form = { Style = "3" Gamma: = {Txt="Gamma correction" Typ="EF1" Hint="Gamma correction to display texture (1=darker, 2=lighter)"} MarsCaption: = {Txt="Window captions" Typ="X" Cap="Colorful"} sep: = {Typ="S" Txt = ""} AutoFocus: = {Txt="Activate windows on mouseover" Typ="X" Cap="AutoFocus" Hint="if checked, the focus (active window) follows the mouse between windows (e.g. in the map editor)"} sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="Button and object icon colors"} Unsel: = {Typ="X" Txt="If not selected" Cap="display blue icons" Hint="Check this to display blue icons instead of brown ones for 'unselected' icons"} Sel: = {Typ="X" Txt="If selected" Cap="display blue icons" Hint="Uncheck this to display brown icons instead of blue ones for 'selected' icons"} IconPath: = {Typ="CL" Txt="Icon size" Values="images\\"$0D"lgicons\\" Items="Normal"$0D"Large (LGIcons needed !)" Hint="Large icons require you to download first the 'LGIcons' pack from the web site."} sep: = {Typ="S" Bold="0" Txt="(restart QuArK to reload icons with the new colors"} sep: = {Typ="S" Bold="0" Txt=" and size after you made changes here)"} sep: = {Typ="S" Txt = ""} MppTopBtns: = {Typ="X" Txt="Multi-pages panels" Cap="Buttons above"} } GeneralMemory:form = { MaxUndo: = {Txt="Max. undo levels" Typ="EF1" Hint="Maximum number of consecutive undos allowed"} MinUndo: = {Txt="Min. undo levels" Typ="EF1" Hint="Minimum number of consecutive undos allowed (warn if not enough memory for this number)"} UndoBufferSize: = {Txt="Size of undo buffer (MB)" Typ="EF1" Hint="Deletes older undo levels if it would take more memory than this"} GameBufferSize: = {Txt="Size of game buffer (MB)" Typ="EF1" Hint="Size of the memory buffer to allocate while loading files from Quake (e.g. textures)"} CompressionLevel: = {Txt="Compression Level" Typ="EF1" Hint="Level of Compression to use for zip files (0 .. 9)"} CompressionBufferSize: = {Txt="Size of compression buffer (KB)" Typ="EF1" Hint="Size of memory buffer to allocate when compressing files"} } externaledit:incl = { Typ = "EP" DefExt = "exe" Hint = "the program to use to edit files of this type, or <open> or <edit>" } GeneralExternalEditors:form = { Style = "3" Info: = {Typ="S" Txt="External editors to called from QuArK"} Info2: = {Typ="S" Txt = ""} .pcx: = { Txt="PCX images" externaledit = ! } .tga: = { Txt="TGA images" externaledit = ! } .bmp: = { Txt="BMP images" externaledit = ! } .jpg: = { Txt="JPG images" externaledit = ! } .wav: = { Txt="WAV sounds" externaledit = ! } .cin: = { Txt="CIN videos" externaledit = ! } .mdl: = { Txt="MDL models" externaledit = ! } .md2: = { Txt="MD2 models" externaledit = ! } .map: = { Txt="MAP text files" externaledit = ! } .wal: = { Txt="WAL textures" externaledit = ! } .swl: = { Txt="SWL Sin textures" externaledit = ! } .m8: = { Txt="M8 textures" externaledit = ! } .pak: = { Txt="PAK archives" externaledit = ! } .pk3: = { Txt="PK3 archives" externaledit = ! } .pk4: = { Txt="PK4 archives" externaledit = ! } .sin: = { Txt="SIN Pak archives" externaledit = ! } .bsp: = { Txt="BSP compiled maps" externaledit = ! } .wad: = { Txt="WAD texture lists" externaledit = ! } } GeneralQuakeC:form = { Style = "6" Font0: = {Typ="F" Txt="Plain text" Cap="Plain text sample"} Font5: = {Typ="F" Txt="Reserved words" Cap="if else float"} Font1: = {Typ="F" Txt="Vectors" Cap="'100 -50 20'"} Font3: = {Typ="F" Txt="Strings" Cap=$22"String sample"$22} Font2: = {Typ="F" Txt="Operators" Cap="+ - * / < > = !"} Font4: = {Typ="F" Txt="Comments" Cap="// Comments"} Font6: = {Typ="F" Txt="Brackets" Cap="{ }"} Sep1: = {Typ="S" Txt = ""} Enabled: = {Typ="X" Txt="Code Syntax Highlighting" Cap="Enabled"} } General3DView:form = { Lib: = { Txt="Select 3D viewer" Typ="CL" Items = "3DFX card (Glide drivers)" $0D "Software only" Values = "glide2x.dll" $0D "qrksoftg.dll" Hint="see also the OpenGL configuration page" } Entities: = {Txt="Entities in 3D" Cap="Display entities" Typ="X" Hint="Show entities in the 3D view"} //EntityBoxes: = {Txt=" ``" Cap="as bounding boxes only" Typ="X" Hint="If not checked, entities are displayed as 3D Models when available"} FarDistance: = {Txt="``Far┤┤ distance" Typ="EF1" Min="50" Hint="How far you can view before objects are lost in the fog (lower numbers accelerate rendering because there is less to display)"} VAngle: = {Txt="Vertical view angle" Typ="EF1" Min="5" Max="80" Hint="Angle between the horizon and the higher and lower points you can see - larger numbers mean smaller image"} FrameColor: = {Txt="Frame color" Typ="LI" Hint="Color displayed besides the image if the window is too large"} TextureMaxDimension: = {Txt="Textures max-dimension" Typ="C" Items ="256"$0D"128"$0D"64"$0D"32"$0D"16"$0D"8" Values= "8"$0D "7"$0D "6"$0D "5"$0D "4"$0D"3" Hint="A lower value uses less memory for texture-images,"$0D"but will also decrease the texture quality in the 3D-views" } Sep0: = {Typ="S" Txt = ""} L0: = {Typ="S" Txt="---- 3DFX card owners only ----"} //FullScreen: = {Txt="3DFX Full-screen options" Typ="X" Cap="Full-screen" Hint="If not checked, the 3DFX card display is copied in a window"} TwoMonitors: = { Txt="Second monitor on 3DFX" Typ="CL" Items = "I've only one monitor" $0D "3DFX monitor at left" $0D "3DFX monitor at right" Values = "" $0D "1" $0D "2" Hint="If you have two monitors (two screens), you can connect one on the 3DFX card and one on the 2D card" } FullScreenGamma: = {Txt="Full-screen gamma correction" Typ="EF1" Hint="Gamma correction for full-screen 3DFX mode only"} FullScreenSize: = {Txt="Full-screen size" Typ="EF2" Hint="resolution is always 640x480, but a lower screen size will accelerate rendering by displaying black bands on the sides"} FogDensity: = {Txt="Fog density" Typ="EF1" Min='1' Hint="Fog density. Try yourself to see what it does."} FogColor: = {Txt="Fog color" Typ="LI" Hint="Fog color (recommended : either black or white)"} TranspFactor: = {Txt="Isometric transparent fraction" Typ="EF1" Hint="For non-perspective views : if nonzero, a part of what is behind the 1st cutting plane is still visible (transparent)"} Sep2: = {Typ="S" Txt = ""} L1: = {Typ="S" Txt="---- Software driver only ----"} SoftQuality: = { Txt="Software image quality" Typ="CL" Items = "High details" $0D "Low details" $0D "Low details, smoothed" Values = "0" $0D "1" $0D "2" Hint = "Slowest: High details Fastest: Low details" } DynamicQuality: = { Txt="Quality while walking" Typ="CL" Items = "High details" $0D "Low details" $0D "Low details, smoothed" Values = "0" $0D "1" $0D "2" Hint = "Slowest: High details Fastest: Low details" } Sep2c: = {Typ="S" Txt = ""} L5: = {Typ="S" Txt="Mouse sensitivity (neg. numbers invert direction)"} MouseWalk: = {Typ="EF1" Txt=" walk forward/backward"} MouseHLook: = {Typ="EF1" Txt=" look left/right"} MouseVLook: = {Typ="EF1" Txt=" look up/down"} MouseSideStep: = {Typ="EF1" Txt=" sidestep left/right"} MouseUpDown: = {Typ="EF1" Txt=" move up/down"} Sep2b: = {Typ="S" Txt = ""} L4: = {Typ="S" Txt="Keyboard settings"} KeyForward: = {Typ="K" Txt=" forward"} KeyBack: = {Typ="K" Txt=" backward"} KeyLeft: = {Typ="K" Txt=" turn left"} KeyRight: = {Typ="K" Txt=" turn right"} KeyStepLeft: = {Typ="K" Txt=" sidestep left"} KeyStepRight: = {Typ="K" Txt=" sidestep right"} KeyViewUp: = {Typ="K" Txt=" view up"} KeyViewDown: = {Typ="K" Txt=" view down"} KeyViewCenter: = {Typ="K" Txt=" center view"} KeyUp: = {Typ="K" Txt=" move up"} KeyDown: = {Typ="K" Txt=" move down"} KeyRun: = {Typ="K" Txt=" run"} KeyStep: = {Typ="K" Txt=" sidestep"} Sep3: = {Typ="S" Txt = ""} L3: = {Typ="S" Txt="Keyboard movement dynamics"} Speed: = {Txt="Movement speed" Typ="EF1" Hint="How fast you move, in pixels/second"} RunSpeed: = {Txt="Running speed" Typ="EF1" Hint="How fast you move when you hold down the run key, in pixels/second"} RotateSpeed: = {Txt="Rotation speed" Typ="EF1" Hint="How fast you turn left/right or look up/down, in degrees/second"} AccelDelay: = {Txt="Acceleration delay" Typ="EF1" Hint="How much time it takes until you reach full speed (``0┤┤ allowed)"} RunAccelDelay: = {Txt="Running acceleration delay" Typ="EF1" Hint="As above but while the run key is down"} } GeneralOpenGL:form = { Style = "3" Sep0: = {Typ="S" Txt = ""} L0: = {Typ="S" Txt="---- OpenGL 1.1 hardware owners only ----"} Mode: = { Txt="Use OpenGL for..." Typ="CL" Items = "'3DGL' button only" $0D "all perspective views(experimental SceneProxy)" $0D "(all views: not supported)" Values = "" $0D "1" $0D "2" } Warning2: = {Typ="X" Txt="The next time..." Cap="issue a Warning"} WndRect: = {Typ="EF4" Txt="Position/size of window" Hint="Position and size in pixels of the OpenGL window"} Fog: = {Typ="X" Txt="Fog" Cap="Fog enabled"} Lights: = { Txt="Lights" Typ="CL" Items = "Disabled (map full bright)" $0D "Enabled in '3DGL' window" $0D "(all windows: not supported)" Values = "" $0D "1" $0D "2" Hint="Levels with few lights will look black -- turn off lighting in this case" } L0: = {Typ="S" Bold="0" Txt="To change overall light brightness, see the"} L0: = {Typ="S" Bold="0" Txt="configuration page for each game."} Sep0: = {Typ="S" Txt = ""} L0: = {Typ="S" Txt="---- troubleshooting options ----"} Bilinear: = { Typ="X" Txt="Bilinear Filtering" Cap="Enabled" } DoubleBuffer: = { Typ="X" Txt="Double buffering" Cap="Enabled" } SupportsGDI: = { Typ="X" Txt="'Supports GDI' flag" Cap="Enabled" } AllowsGDI: = { Typ="X" Txt="Over-the-scene lines+icons" Cap="Enabled" } ColorBits: = { Typ="EF1" Txt="Color bits (0=current)" } DepthBits: = { Typ="EF1" Txt="Depth buffer bits" } VCorrection: = { Typ="EF1" Txt="Size correction" Hint="Corrects misalignments between the image and the wireframe lines over it. For example, Windows NT's software OpenGL is known to require a correction of about 0.92 instead of 1; otherwise, the textured images are smaller than the wireframes." } GLLists: = { Typ="X" Txt="GL Lists" Cap="Enabled" Hint="Speeds up rendering when lights are enabled"} } GeneralAssociations:form = { Style = "3" t: = {Typ="S" Txt="File extensions Association"} t: = {Typ="S" Txt = ""} t: = {Typ="S" Bold="0" Txt="Check the file types to associate with QuArK, then click"} btn:tbbtn = { Typ="M" Msg="ASSO" Cap="Associate now !" Icon = $666008881111111866604441999799916660CCC00111111166608880B3088848 $66000000BB30FF7860BBBBB3BBB30F7860FBBBBBBBBB0F7860FFFFFFBBBB0F78 $66000000BBB0FF7866607770FF0FFF78444844400487FF785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 } //.qrk: = {Typ="X" Cap=".qrk" Txt="QuArK main file type"} //.qkm: = {Typ="X" Cap=".qkm" Txt="QuArK maps (if not in .qrk)"} .map: = {Typ="X" Cap=".map" Txt="Standard Quake .map files"} .vmf: = {Typ="X" Cap=".vmf" Txt="Valve map format .vmf files"} //.qkl: = {Typ="X" Cap=".qkl" Txt="QuArK models (if not in .qrk)"} .md2: = {Typ="X" Cap=".md2" Txt="Standard Quake 2 Models"} .mdl: = {Typ="X" Cap=".mdl" Txt="Standard Quake 1 Models"} .pak: = {Typ="X" Cap=".pak" Txt="PACK files"} .sin: = {Typ="X" Cap=".sin" Txt="PACK files for Sin"} .pk3: = {Typ="X" Cap=".pk3" Txt="PACK files for Quake 3"} .pk4: = {Typ="X" Cap=".pk4" Txt="PACK files for Doom 3"} .bsp: = {Typ="X" Cap=".bsp" Txt="Compiled maps"} .qc: = {Typ="X" Cap=".qc" Txt="QuakeC Code (Quake 1)"} .hc: = {Typ="X" Cap=".hc" Txt="HexenC Code (Hexen II)"} .wad: = {Typ="X" Cap=".wad" Txt="Quake 1 Textures group"} .wal: = {Typ="X" Cap=".wal" Txt="Quake 2 Texture file"} .swl: = {Typ="X" Cap=".swl" Txt="Sin Texture file"} .m8: = {Typ="X" Cap=".m8" Txt="Heretic II Texture file"} .pcx: = {Typ="X" Cap=".pcx" Txt="PCX Images (Quake 2)"} .tga: = {Typ="X" Cap=".tga" Txt="TGA Images"} .jpg: = {Typ="X" Cap=".jpg" Txt="JPEG Images"} .bmp: = {Typ="X" Cap=".bmp" Txt="Standard Windows Bitmap"} .cin: = {Typ="X" Cap=".cin" Txt="Video (Quake 2)"} .wav: = {Typ="X" Cap=".wav" Txt="Sound"} .zip: = {Typ="X" Cap=".zip" Txt="ZIP archives"} .qme: = {Typ="X" Cap=".qme" Txt="Files from QuArK version 4"} btn:tbbtn = { Typ="M" Msg="ASSK" Cap="Remove all associations" Icon = $6660088888888888666044487777777866997770088899886999988073099998 $66999990779999786079999979999F7860F7999999990F7860FFFF9999970F78 $660009999990FF786660999999999F7844499990099999788799997777999978 $8799977777489990099988888848890666908888888800666666666666666666 } } MapOptions:form = { Style = "1" DrawAxis: = {Typ="X" Txt="Map background" Cap="Draw axis" } EntityLinesDispersion: = {Typ="X" Txt=" ``" Cap="Show indirect 'target' links" } DrawMapLimit: = {Typ="X" Txt=" ``" Cap="Draw map limits" } SolidGrid: = {Typ="X" Txt="Grid" Cap="Grid as lines" } GridVisible: = {Typ="X" Txt=" ``" Cap="Grid visible" } GridActive: = {Typ="X" Txt=" ``" Cap="Grid active" } GridVisibleTex: = {Typ="X" Txt=" ``" Cap="Show it on textured views too" } RedLines2: = {Typ="X" Txt="Red selection lines" Cap="Both red lines" } CompassNumbers: = {Typ="X" Txt="Compass" Cap="Display angle values" } //GrayOutOfView: = {Typ="X" Txt="Map view mode" Cap="Gray out of view" } //HideOutOfView: = {Typ="X" Txt=" ``" Cap="Hide out of view" } //Textured: = {Typ="X" Txt=" ``" Cap="Textured view" } //ViewModels: = {Typ="X" Txt="Textured view" Cap="...include Models" } NoScrollBars: = {Typ="X" Txt="Map view scroll" Cap="Hide scroll bars" } CrossCursor: = {Typ="X" Txt="Mouse cursor" Cap="Cross-like cursor" } HideMouseDrag: = {Typ="X" Txt=" ``" Cap="Hidden while dragging" } AutoAdjustNormal: = {Typ="X" Txt="Polyhedron editing" Cap="Quantize angles" } PagesLocked: = {Typ="X" Txt="Multi-pages panel" Cap="Locked" } TexPanelActive: = {Typ="X" Txt=" ``" Cap="Show texture" } TexPanelLight: = {Typ="X" Txt=" ``" Cap="Light gradient" } BBoxAlways: = {Typ="X" Txt="Entities Bounding boxes" Cap="Bounding frame corner" } BBoxSelected: = {Typ="X" Txt=" ``" Cap="Dark box on selected" } DeleteFaces: = {Typ="X" Txt="Unused faces && polys" Cap="Delete unused faces" } PolySubtractMax: = {Typ="X" Txt="Polyhedron subtraction" Cap="Allow overlapping" } ComputePolys: = {Typ="X" Txt=" ``" Cap="Dig in 3D views" } HideFaces: = {Typ="X" Txt="Polyhedron faces" Cap="Hide faces in tree" } AutoClosePoly: = {Typ="X" Txt=" ``" Cap="Auto collapse polyhedrons" } HandleHints: = {Typ="X" Txt="Hints (help rectangles)" Cap="Hints for map handles" } Recenter: = {Typ="X" Txt="Position of new objects" Cap="Screen center" } AutoCheckMap: = {Typ="X" Txt="When building the map" Cap="Perform checks first" } IgnoreToBuild: = {Typ="X" Txt=" ``" Cap="Ignore groups marked so" } DisableMapComments: = {Typ="X" Txt=" ``" Cap="Don't write comments in .map files" } // DisableEnhTex: = {Typ="X" Txt=" ``" Cap="Don't write //TX# in .map files" } DisableFPCoord: = {Typ="X" Txt=" ``" Cap="Don't write floating-point coords" } UseIntegralVertices: = {Typ="X" Txt=" ``" Cap="Use Integral Vertices as Threepoints" } } MdlOptions:form = { Style = "1" DrawAxis: = {Typ="X" Txt="Model background" Cap="Draw axis" } DrawMapLimit: = {Typ="X" Txt=" ``" Cap="Draw model limits" } SolidGrid: = {Typ="X" Txt="Grid" Cap="Grid as lines" } GridVisible: = {Typ="X" Txt=" ``" Cap="Grid visible" } GridActive: = {Typ="X" Txt=" ``" Cap="Grid active" } GridVisibleTex: = {Typ="X" Txt=" ``" Cap="Show it on textured views too" } CompassNumbers: = {Typ="X" Txt="Compass" Cap="Display angle values" } //GrayOutOfView: = {Typ="X" Txt="Model view mode" Cap="Gray out of view" } //HideOutOfView: = {Typ="X" Txt=" ``" Cap="Hide out of view" } //Textured: = {Typ="X" Txt=" ``" Cap="Textured view" } //ViewModels: = {Typ="X" Txt="Textured view" Cap="...include Models" } NoScrollBars: = {Typ="X" Txt="Model view scroll" Cap="Hide scroll bars" } CrossCursor: = {Typ="X" Txt="Mouse cursor" Cap="Cross-like cursor" } HideMouseDrag: = {Typ="X" Txt=" ``" Cap="Hidden while dragging" } AutoAdjustNormal: = {Typ="X" Txt="Polyhedron editing" Cap="Quantize angles" } PagesLocked: = {Typ="X" Txt="Multi-pages panel" Cap="Locked" } HandleHints: = {Typ="X" Txt="Hints (help rectangles)" Cap="Hints for map handles" } } MapBuilding:form = { Style = "7" AutoSave: = { Typ = "EF1" Txt = "Auto-Save every (minutes) :" Hint = "the map you are editing will be saved automatically each time this amount of minutes elasped (0=disabled)" } AutoSaveRun: = { Typ = "X" Txt = "Auto-Save" Cap = "before running game" } sep: = {Typ="S" Txt = ""} DefPoly: = { Typ = "C" Txt = "Default brush-entity size" Items = "" $0D"128x128x128" $0D"96x96x96" $0D"64x64x64" $0D"48x48x48" $0D"32x32x32" Hint = "Specify the X, Y and Z size of a cube, that will be used for" $0D"brush-entities. The format is '9999x9999x9999', and minimum size" $0D"is '8x8x8'." } WallWidth: = { Txt = "Wall width (for Make Hollow)" Typ = "EF1" // Edit Float, 1 value } ForceAngleStep: = { Txt = "Force angle to (degrees)" Typ = "EF1" Min = '1' Max = '90' } //sep: = {Typ="S" Txt = ""} //BezierCenterX: = { // Txt = "Bezier center offset (X)" // Typ = "EF1" // Min = '-64' // Max = '64' //} //BezierCenterY: = { // Txt = "Bezier center offset (Y)" // Typ = "EF1" // Min = '-64' // Max = '64' //} } MdlBuilding:form = { Style = "7" ForceAngleStep: = { Txt = "Force angle to (degrees)" Typ = "EF1" Min = '1' Max = '90' } } Toolbars_TextureBrowser:form = { Style = "7" ImageListTextureDimension: = { Txt="Dimension of textures in texture-list" Hint="The bigger the dimension, more memory is needed, so make sure you don't overdo it." $0D"Only dimensions 32 to 128 in steps of 16 are allowed: 32, 48, 64, 80, 96, 112, 128." Typ="C" items = "32 (32x32)" $0D"48 (48x48)" $0D"64 (64x64)" $0D"80 (80x80)" $0D"96 (96x96)" $0D"112 (112x112)" $0D"128 (128x128)" values = "32" $0D"48" $0D"64" $0D"80" $0D"96" $0D"112" $0D"128" } ImageListLoadNoOfTexAtEachCall: = { Txt="No. of textures to load per update" Hint="How many textures at a time QuArK should load, before updating the texture-browser screen." $0D"The higher the number, the less responsive QuArK will be, as it will not give control back" $0D"to the user, until the amount of textures have been loaded."$0D $0D"The best values are: 1 to 5" Typ="E" } } } Default forms.qctx = { Polyhedron:form = // form on the polyhedrons page { Style = "1" header: = { Typ = "S" Txt = "%s" // caption text is found in the object put in the form //Bold = "0" } faces: = { Typ = "E-R" // edit, read only Txt = "Faces :" Hint = "The number of faces this polyhedron has|Number of faces" } center: = { Typ = "EF003" // Edit Float, 3 values, Short (max. 2 decimals) Txt = "Center :" Hint = "The X, Y, Z coordinates of the center (you can enter other values to move the polyhedron)|Polyhedron center" } texture: = { Typ = "C" Txt = "Texture :" Items = "%s" // items are found in the object put the form (texture$items) // texture$hint Hint = "%s||This box lets you see and change the name of the texture used on this or these polyhedrons. Wait with the mouse over the box to see the texture images." } ownedby: = { Typ = "E-R" Txt = "Owned by :" Hint = "The 'parent' (container) group or brush entity in the tree view||Click on the first button below to come back to the tree view; you will see the polyhedron inside a group. Every polyhedron is in a container, which can be the top-level 'worldspawn' entity, or a group or sub-group. Containers can be groups, used for map organization, or brush entities, i.e. entities with attached polyhedrons that make its shape, like doors and elevators." } } Face:form = // form on the faces page { Style = "1" header: = { Typ = "S" Txt = "%s" // caption text is found in the object put in the form //Bold = "0" } sharedby: = { Typ = "E-R" // edit, read only Txt = "Used by :" Hint = "Press F1 for more information||Faces can be shared by multiple polyhedrons. Just like normal faces, shared faces have a texture and a supporting plane. The difference is that several polyhedrons may be delimited by this unique plane."$0D$0D"To make a shared face, go to the tree view and move a face outside its polyhedron into a group; then, all polyhedrons in the same group will be delimited by the face plane. Another, more intuitive way to use this feature is to select a group and cut it in two parts using the button 'cut polyhedrons and groups in two' above." } texture: = { Typ = "C" Txt = "Texture :" Items = "%s" // items are found in the object put the form (texture$items) Hint = "%s||This box lets you see and change the name of the texture used on this or these faces. Wait with the mouse over the box to see the texture images." } origin: = { Typ = "EF003" // Edit Float, 3 values, Short (max. 2 decimals) Txt = "Tex. origin:" Hint = "Texture origin point||This is the starting point of the texture mapping. Editing this will move the texture, but may also move the face if you enter a point outside the current plane."$0D$0D"Usually, you will use the mouse to move the cyan 'L' below instead." } scales: = { Typ = "EF002" // Edit Float, 2 values, Short (max. 2 decimals) Txt = "Tex. scale:" Hint = "Scaling factors of the texture||The two scaling factors of the texture. They define how large the texture is, horizontally and vertically."$0D$0D"Usually, you will use the mouse to enlarge or shrink the cyan 'L' below instead." } angles: = { Typ = "EF02" Txt = "Tex. angles:" Hint = "Direction of texture axis||The angles of the direction of each texture axis, in degrees."$0D$0D"Usually, you will use the mouse to rotate the texture below instead." } } Bezier:form = // form on the faces page { Style = "1" header: = { Typ = "S" Txt = "%s" // caption text is found in the object put in the form //Bold = "0" } texture: = { Typ = "C" Txt = "Texture :" Items = "%s" // items are found in the object put the form (texture$items) Hint = "%s||This box lets you see and change the name of the texture used on this or these faces. Wait with the mouse over the box to see the texture images." } } usercenterform:incl = { usercenter: = {Txt="&" Typ="EF03" Hint="Drag this with the handle"} centering: = {Txt= "&" Typ="P" Macro="usercenter" Cap="push" Hint="Push to add a user center"} } notexsubform:incl = { notexsub: = {Txt="&" Typ="X" Hint="Texture substitution in duplicators won't happen on this surface"} } dup plane:form = { P1:= {Txt="&" Typ="EF03"} P2:= {Txt="&" Typ="EF03"} P3:= {Txt="&" Typ="EF03"} } Default:f:form = { notexsubform=! } Default:b2:form = { notexsubform=! } Default:g:form = // form that applies when editing groups { Style = "2" _color: = {Txt="Group color" Typ="L" Hint="color of the group on the map"} reset1: = { Txt = " ``" Cap = "Reset to def." Typ = "B" Hint= "reset the group color to its default" Delete: = { _color = "" // the button deletes this Specific } } usercenterform = ! sep1: = {Typ="S" Txt = ""} neg: = {Txt="Neg. polys" Cap="Negative" Typ="X" Hint="polyhedrons in negative groups dig the map"} sep1: = {Typ="S" Txt = ""} ;view: = {Txt="&" Typ="X01" Cap="Grayed out" Hint="the whole group is displayed grayed out"} ;view: = {Txt="&" Typ="X02" Cap="Hidden" Hint="the group is hidden from map views"} ;view: = {Txt="&" Typ="X08" Cap="Hidden on textured" Hint="the group is hidden from textured views"} ;view: = {Txt="&" Typ="X016" Cap="Can't select" Hint="can't select objects in this group with mouse clicks"} ;view: = {Txt="&" Typ="X04" Cap="Ignore to build" Hint="ignored while building the map"} } outform:incl = // include for dups with out { out: = {Txt="copy objects" Cap="outside" Typ="X" Hint="if checked, the duplicator or digger works with objects besides instead of only inside"} } serialform:incl = // include for dups that serialize target etc. { increment suffix: = {Txt="increment" Typ="X" Hint="If this is checked, target, targetname, killtarget values ending in a sequence of digits are incremented"} increment all target: ={Txt="incr. all targ." Typ="X" Hint="If this is checked, all specifics containing the word 'target' in their name are incremented"} incrementable specifics: = {Txt="incrementable" Typ="E" Hint="List here additional specifics to be incremented"} final_target = {Txt="&" Typ="E" Hint="Value of 'target' for last image, 'None' for no value" $0D " add 'final_killtarget' etc. for other incrementable specifics"$0D"for different final values associated with different bases,"$0D"list them base1:val base2:val2"} increment by = {Txt="&" Typ="E" Hint="size of increment" } incre_lip = {Txt="&" Typ="E" Hint="a custom increment for the specific 'lip'. Make more on this model" $0D "Overrides 'increment by', and the specific is automatically made incrementable" } tex_sub = {Txt="&" Typ="E" Hint="Name of texture substitution file, which has a list of texturenames on each line, to be cycled thru" $0D " To block substitution on a face or patch, check the 'notexsub' specific."} } Default:d:form = // form that applies when editing duplicators { out: = {Txt="copy objects" Cap="outside" Typ="X" Hint="if checked, the duplicator or digger works with objects besides instead of only inside"} } Default:p:form = // form for polys { neg: = {Txt="&" Typ="X" Hint="if checked, brush is negative"} } linearform:incl = { // scale: = {Txt="&" Typ="EF03" Hint="X Y Z axis scaling" } // angles: = {Txt="&" Typ="E" Hint="Pitch Roll Yaw Angles" $ 0D " (Rotation around Y X Z axes, in order)" } // matrix: = {Txt="&" Typ="E" Hint="A matrix for an arbitrary linear transformation" $0D " (if you don't know what this is, use" $0D "scale & angles instead)."} linear: = {Txt="&" Typ="E" Hint="A matrix for an arbitrary linear transformation" $0D " You probably don't want to edit this directly;" $0D " hit the 'Edit Linear' button below"} linedit: = { Txt="Edit Linear" Typ="P" Macro="linedit" Cap="push" Hint="Push to edit the matrix in the linear specific" $0D " (Under Construction)"} } dup lin:form = { outform = ! offset: = {Txt="&" Typ="E" Hint="Each instances is offset X Y Z units from previous one"} count: = {Txt="&" Typ="E" Hint="Number of instances generated"} offset dup: = {Txt="&" Typ="X" Hint="If this is checked, image is located at dup.origin-images center+offset" $0D " It's meant for New Copy One duplicator"} item center: = {Txt="&" Typ="X" Hint="If this is checked, if there is a 'linear' specific, each item in the" $0D " group is rotated around its own center (can be" $0D " usercenter) rather than the duplicator."} linearform = ! serialform = ! } dup symx:form = { serialform = ! } dup symy:form = { serialform = ! } dup symz:form = { serialform = ! } dup symxyz:form = { x: = { txt="&" typ="X" cap="Flip X-axis" } y: = { txt="&" typ="X" cap="Flip Y-axis" } z: = { txt="&" typ="X" cap="Flip Z-axis" } serialform = ! } dup basic:form = { outform = ! offset: = {Txt="&" Typ="E" Hint="Each instances is offset X Y Z units from previous one"} count: = {Txt="&" Typ="E" Hint="Number of instances generated"} angle: = {Txt="&" Typ="E" Hint="Rotates the duplicated object by"$0D"that amount in degrees from its center"$0D"creating a circular pattern"$0D"A positive number for counterclockwise,"$0D"A negative number for clockwise"} serialform = ! } dup radial:form = { Help = "Brushes placed inside this will be replicated around the axis," $0D " which can be tilted." count: = {Txt = "&" Hint = "Number of copies"} around: = {Txt = "&" Typ = "EF1" Hint = "Degrees around axis for each copy"} spiral: = {Txt = "&" Typ = "EF2" Hint = "displacement along and out from axis, per copy"} axis: = {Txt = "&" Typ = "EF3" Hint = "axis for copies"} // buttons: = { // Txt = "align" // Typ = "PM" // Num = "3" // Macro = "dup_radial_align" // Caps = "XYZ" // Hint1 = "Align to X Axis" // Hint2 = "Align to Y Axis" // Hint3 = "Align to Z Axis" // } linearform = ! macro: = {Txt = "&" Typ = "ESR" Hint = "Don't you worry about this"} } capdetails:form = { faceonly: = {Txt="&" Typ="X" Hint="if checked, only the top and bottom faces are produced, no inner curve"} nofront = {Txt="&" Typ="X" Hint="if checked, front face is not produced"} noback: = {Txt="&" Typ="X" Hint="if checked, back face is not produced"} noinner = {Txt="&" Typ="X" Hint="if checked, inner face is not produced (thick bevels only)"} noouter: = {Txt="&" Typ="X" Hint="if checked, outer face is not produced (thick bevels only)"} leftside: = {Txt="&" Typ="X" Hint="if checked, left side is produced"} rightside: = {Txt="&" Typ="X" Hint="if checked, right side is produced"} } subdivideform:incl = { subdivide: = {Txt="&" Typ="EF1" Hint="integer value, generate 2^n+1 control points along the curve"$0D" (Gives better approx to circle, but beware of R-speeds, also big patches might not show in Q3)"} } brushsubdivideform:incl = { subdivide: = {Txt="&" Typ="EF1" Hint="integer value, generate 2^n brushes along the curve"$0D" (Gives better approx to circle, but beware of R-speeds ...)"} } dup cap:form = { inverse: = {Txt="&" Typ="X" Hint="if checked, concave surface of curve is outer and has texture"} lower: = {Txt="&" Typ="X" Hint="if checked, the whole thing is upside-down"} onside: = {Txt="&" Typ="X" Hint="if checked, curve goes front-to-back instead of top-to-bottom "} thick: = {Txt="&" Typ="EF1" Hint="if a nonzero value is given, an enclosed curve with thickness is produced"} subdivideform = ! stretchtex: = {Txt="&" Typ="X" Hint="if checked, texture on top/bottom is stretched to cover entire curved face." $0D "Otherwise complex things are done to make it easier to align the curve's texture with the sides."} open: = {Txt="&" Typ="X" Hint="if checked, front and back are open"} more: = { Typ="B" Txt="details" Cap="Push" Form="capdetails:form" Hint="specifics for more detailed control over generation of patches" } macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } beveldetails:form = { faceonly: = {Txt="&" Typ="X" Hint="if checked, only the top and bottom faces are produced, no inner curve"} notop = {Txt="&" Typ="X" Hint="if checked, top face is not produced"} nobottom: = {Txt="&" Typ="X" Hint="if checked, bottom face is not produced"} noinner = {Txt="&" Typ="X" Hint="if checked, inner face is not produced (thick bevels only)"} noouter: = {Txt="&" Typ="X" Hint="if checked, outer face is not produced (thick bevels only)"} leftend: = {Txt="&" Typ="X" Hint="if checked, left end is produced"} rightend: = {Txt="&" Typ="X" Hint="if checked, right end is produced"} } dup bevel:form = { inverse: = {Txt="&" Typ="X" Hint="if checked, concave surface of curve is outer and has texture"} lower: = {Txt="&" Typ="X" Hint="if checked, the whole thing is upside-down"} standup: = {Txt="&" Typ="X" Hint="if checked, curve goes top-to-bottom instead of front-to-back"} left: = {Txt="&" Typ="X" Hint="if checked, curve goes from back to left side rather than back to right side"} thick: = {Txt="&" Typ="EF1" Hint="if a nonzero value is given, an enclosed curve with thickness is produced"} subdivideform = ! stretchtex: = {Txt="&" Typ="X" Hint="if checked, texture on back is stretched to cover entire curved face." $0D "Otherwise complex things are done to make it easier to align the curve's texture with the sides."} open: = {Txt="&" Typ="X" Hint="if checked, top and bottom are open"} more: = { Typ="B" Txt="details" Cap="Push" Form="beveldetails:form" Hint="specifics for more detailed control over generation of patches" } macro: = {Txt="&" Typ="ESR" Hint = "This one is not for you, Saruman"} } dup column:form = { inverse: = {Txt="&" Typ="X" Hint="if checked, concave surface of curve is outer and has texture"} thick: = {Txt="&" Typ="EF1" Hint="if a nonzero value is given, an enclosed curve with thickness is produced"} subdivideform = ! circle: = {Txt="&" Typ="X" } stretchtex: = {Txt="&" Typ="X" Hint="if checked, texture on back is stretched to cover entire column." $0D "Otherwise complex things are done so that if" $0D "the the texture on the back face is wrapped around the brush," $0D "this wrapping will also appear aroudn the column"} open: = {Txt="&" Typ="X" Hint="if checked, top and bottom are open"} funnel: = {Txt="&" Typ="EF002" Hint="if specified, first number is expand factor for top, second for bottom."$0D"e.g. 0 1 for upward pointing cone"} bulge: = {Txt="&" Typ="EF002" Hint="height, width of bulge, proportional, .5 1=straight"} more: = { Typ="B" Txt="details" Cap="Push" Form="beveldetails:form" Hint="specifics for more detailed control over generation of patches" } macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } dup brushcap:form = { inverse: = {Txt="&" Typ="X" Hint="if checked, concave surface of curve is outer and has texture"} lower: = {Txt="&" Typ="X" Hint="if checked, the whole thing is upside-down"} onside: = {Txt="&" Typ="X" Hint="if checked, curve goes front-to-back instead of top-to-bottom "} thick: = {Txt="&" Typ="EF1" Hint="if a nonzero value is given, an enclosed curve with thickness is produced"} inner: = {Txt="&" Typ="X" Hint="if checked, inner approximation is used; otherwise outer"} grid: = {Txt="&" Typ="X" Hint="if checked, vertex points are forced to grid"} brushsubdivideform = ! macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } dup brushbevel:form = { inverse: = {Txt="&" Typ="X" Hint="if checked, concave surface of curve is outer and has texture"} left: = {Txt="&" Typ="X" Hint="if checked, curve goes from back to left side rather than back to right side"} lower: = {Txt="&" Typ="X" Hint="if checked, the whole thing is upside-down"} standup: = {Txt="&" Typ="X" Hint="if checked, curve goes top-to-bottom instead of front-to-back"} thick: = {Txt="&" Typ="EF1" Hint="if a nonzero value is given, an enclosed curve with thickness is produced"} inner: = {Txt="&" Typ="X" Hint="if checked, inner approximation is used; otherwise outer"} grid: = {Txt="&" Typ="X" Hint="if checked, vertex points are forced to grid"} brushsubdivideform = ! macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } dup brushcolumn:form = { inverse: = {Txt="&" Typ="X" Hint="if checked, concave surface of curve is outer and has texture"} brushsubdivideform = ! circle: = {Txt="&" Typ="X" } funnel: = {Txt="&" Typ="EF002" Hint="if specified, first number is expand factor for top, second for bottom."$0D"e.g. 0 1 for upward pointing cone"} bulge: = {Txt="&" Typ="EF002" Hint="height, width of bulge, proportional, .5 1=straight"} macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } dup path:form = { target: = {Txt="&" Typ="E" Hint="should be managed automatically"} squarend: = {Txt="&" Typ="X" Hint="if checked, path segments have squared, disconnnected ends, rather than joining at `elbows'"} setback: = {Txt="&" Typ="EF001" Hint="if squarend is checked, this specifies how far back the segment ends are pulled" $0D "back from elbow-joins"} level: = {Txt="&" Typ="X" Hint="if checked, rotation on two axes won't twist a segment, but also they won't join smoothly."} elbows: = {Txt= "&" Typ="P" Macro="instances" Cap="push" Hint="Push to add an elbow duplicator"} } dup path_point:form = { level: = {Txt="&" Typ="X" Hint="if checked, following path segment doesn't rotate (may cause non-fitting joins)"} target: = {Txt="&" Typ="E" Hint="should be managed automatically"} targetname: = {Txt="&" Typ="E" Hint="should be managed automatically"} // linearform = ! no instance: = {Txt="&" Typ="X" Hint="if checked, no instance is generated (instance dup only)"} } dup instance:form = { level: = {Txt="&" Typ="X" Hint="if checked, rotation on two axes won't twist a segment."} track: = {Txt="&" Typ="X" Hint="If checked, instances rotate to follow path angles"} target: = {Txt="&" Typ="E" Hint="should be managed automatically"} usercenterform = ! } dup terrain2:form = { wedgeunits: = {Txt="&" Hint="number of units per 'block' of wedges in the terrain surface"} sameheight: = {Txt="&" Typ="X" Hint="if wedge heights should be the same (down face moves) = checked"$0D"or all down faces remain aligned to the bottom = unchecked"} detailmesh: = {Txt="&" Typ="X" Hint="if this is checked, smaller wedges can be used for detail terrains."$0D""$0D"Not recommended for large areas due to large brush count."$0D"Which can slow the editor way down or seem to cause lockup."} macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } dup terrain2X:form = { wedgeunits: = {Txt="&" Hint="number of units per 'block' of wedges in the terrain surface"} sameheight: = {Txt="&" Typ="X" Hint="if wedge heights should be the same (down face moves) = checked"$0D"or all down faces remain aligned to the bottom = unchecked"} detailmesh: = {Txt="&" Typ="X" Hint="if this is checked, smaller wedges can be used for detail terrains."$0D""$0D"Not recommended for large areas due to large brush count."$0D"Which can slow the editor way down or seem to cause lockup."} macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } dup terrain4:form = { wedgeunits: = {Txt="&" Hint="number of units per 'block' of wedges in the terrain surface"} sameheight: = {Txt="&" Typ="X" Hint="if wedge heights should be the same (down face moves) = checked"$0D"or all down faces remain aligned to the bottom = unchecked"} detailmesh: = {Txt="&" Typ="X" Hint="if this is checked, smaller wedges can be used for detail terrains."$0D""$0D"Not recommended for large areas due to large brush count."$0D"Which can slow the editor way down or seem to cause lockup."} macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } dup stair:form = { steps: = {Txt="&" Hint="number of steps in the staircase"} sameheight: = {Txt="&" Typ="X" Hint="if all steps should have the same height"$0D"or all aligned to the bottom"} oldstyle: = {Txt="&" Typ="X" Hint="||if this is checked, then old-style column-stair is generated."$0D"Not recommended, due to overdraw and t-juncts"$0D""$0D"Credits to foo, quakin, plan b and other quake3world editing forum stalwarts."} macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } dup hlinfodecal:form = { Help = "Type your word(s) into the 'text'-specific,"$0D"check that the texture-names exist." text: = {Txt="&" Hint="The text to be converted into infodecals" } wildchar: = {Txt="&" Hint="A single character in the texture-names, thats replaced by a character from the text-string" } tex_upper: = {Txt="&" Typ="ET" Hint="Texture-name of uppercase characters."$0D"Put the 'wildchar'-character in position where it should be replaced by a character from the text-string" } tex_lower: = {Txt="&" Typ="ET" Hint="Texture-name of lowercase characters."$0D"Put the 'wildchar'-character in position where it should be replaced by a character from the text-string" } tex_numeric: = {Txt="&" Typ="ET" Hint="Texture-name of numeric characters."$0D"Put the 'wildchar'-character in position where it should be replaced by a character from the text-string" } macro: = {Txt="&" Typ="ESR" Hint="This one is not for you, Saruman"} } dup hlradfilemaker:form = { Help = "Set the specific-key to texturename and the arg to RGBV, like this:" $0D" ~LIGHT5B 255 255 0 300" $0D" SPOTLIGHT 0 128 255 800" $0D$0D"Or use the 'texture' and 'lighting' specifics-interface;" $0D"Push the [...] to select texture, and push to choose color (remember to" $0D"append the brightness value). Then press the [Apply] button." macro: = {Typ="ESR" Hint="This one is not for you, Saruman"} filename: = {Typ="C" Hint="Choose or type the filename" Items="<mapname>.RAD"$0D"LIGHTS.RAD" Values=""$0D"LIGHTS.RAD"} texture: = {Typ="ET" Hint="Choose texture. Push the [...] to open the texture-browser."} lighting: = { Hint="4 values: <Red 0-255> <Green 0-255> <Blue 0-255> <Brightness>"} lighting: = {Typ="L 4" Hint="Choose color. Push to open the color-picker dialog."} apply: = {Typ="P" Cap="Apply" Txt=" " Macro="hlradfilemaker_apply" Hint="Push to apply the 'texture' and 'lighting' values to the list."} } wall maker:form = { miter: = { Txt="&" Typ="X" Hint="If this is checked, corners will be mitered" $0D " outsides of shapes may need touching up" } extrude: = { Txt="&" Typ="X" Hint="If this is checked, walls will be extruded, but corners will not be mitered;" $0D$ " reshaping will be faster, but corners may have texturing faults and other problems." $0D "If neither this nor mitered is checked,negative polys will be used;" $0D " it is best to avoid them." } solid: = { Txt="&" Typ="X" Hint="If this is checked, brushes are made solid, no wall made." $0D " (simpler processing for quicker editing)" } depth: = { Txt="thickness" Typ="E" Hint="thickness of walls" } caulkhull:= { Txt="caulkhull" Typ="E" Hint="thickness of caulk hull walls" } caulksetback:= { Txt="caulksetback" Typ="E" Hint="distance caulk hull is set back from detail." $0D " should be empty except for special effects" } } dup extruder:form = { tex: = { Txt = "texture" Typ = "ET" // Edit Texture Hint = "Select the texture you want," $0D"otherwise the Default texture will be used." } type: = { Txt="&" Typ="CL" Items="hollow" $0D "solid" $0D "autobox" $0D "patches" Values="t" $0D "b" $0D "ab" $ 0D "p" } edge: = { Txt="&" Typ="EF1" Hint="length of patch-connecting edge in pipe mode" } inverse: = { Txt="&" Typ="X" Hint="If checked, texture shown on outside rather than inside." $0D " Only meaningful for patch type." } open: = { Txt="&" Typ="X" Hint="If checked, open line rather than closed loop." $0D " Only meaningful for patch and pipe types." } short: = { Txt="&" Typ="X" Hint="If checked, only the first segment is generated" $0D " (speeds up editing of complex shapes)" } // texture specs: = // { // Typ="B" // Txt="texture" // Cap="Push" // Form="corridor texture:form" // Hint="Texturing specifics" // } // auxiliary specs: = // { // Typ="B" // Txt="auxiliary" // Cap="Push" // Form="corridor auxiliary:form" // Hint="Some extra specs for special functions." // } } arg replacer:form = { Help = "Put your point-entities and brush-entities under this Arg Replacer," $0D"you can make groups in groups just like normal, if you want to." $0D$0D"In the spec/arg view of the Arg Replacer, insert keywords you want to be" $0D"replaced with keydata. Something like this:" $0D$0D" prefix grp1" $0D" mylight 400" $0D$0D"and in the entities specs/args that should be replaced with the keydata, do this:" $0D$0D" targetname %prefix%_A" $0D" _light 255 255 255 %mylight%" $0D$0D"Be aware that everything is case-sensitive! 'prefix' is not equal to 'PREFIX'." } QuakeCtx:form = // form that applies when editing .qctx objects { Style = "3" info: = {Typ="S" Txt=" ---- Description of the game or TC ----"} Game: = { Txt = "Based on game" Typ = "CL" Items = "Quake 1"$0D"Quake 2"$0D"Hexen II"$0D"Heretic II"$0D"Half-Life"$0D"Sin"$0D"KingPin"$0D"SOF"$0D"Quake 3"$0D"STVEF"$0D"Crystal Space"$0D"RTCW"$0D"MOHAA"$0D"JK2"$0D"SoF2"$0D"Doom 3" Hint = "the game this TC is based on" } SourceDir: = { Txt = "Source directory" Typ = "EDL" // "EDL" = Editfield-Directorypath-Lastfolderonly Hint = "QuArK will look there for files like textures, 3D models, etc. Must be the name of a subdirectory directly the game path" } GameDir: = { Txt = "Game directory" Typ = "EDL" // "EDL" = Editfield-Directorypath-Lastfolderonly Hint = "QuArK will run the game with this as '-game' or '+set game' command-line parameter" } GetEntitiesBtn: = { Typ = "P" Cap = "Get entities for this game" Macro = "makeaddon" } GetTexturesBtn: = { Typ = "P" Cap = "Get textures for this game" Macro = "makeaddon_tex" } } FormContext:form = { info: = {Typ="S" Txt=" ---- Entity forms ----"} Style = "3" } FormCFG:form = { info1: = {Typ="S" Txt=" ---- General form options ----"} Style = "1" Style: = { Txt = "Style" Typ = "E" Hint = "The forms style" } Help: = { Txt = "Help" Typ = "E" Hint = "The forms help text" } HTML: = { Txt = "HTML Link" Typ = "E" Hint = "The forms help file" } info2: = {Typ="S" Txt=" ---- Point entity specific ----"} bbox: = { Txt = "Bounding Box" Typ = "EF7" Hint = "The entities bounding box" } mdl: = { Txt = "Model" Typ = "E" Hint = "Model to use in 3D view" } mdlbase: = { Txt = "Model Base" Typ = "E" Hint = "Model base path (can be blank)" } mdlframe: = { Txt = "Model Frame" Typ = "E" Hint = "Frame to use for model" } mdlskin: = { Txt = "Model Skin" Typ = "E" Hint = "Skin to use for model" } info3: = {Typ="S" Txt=" ---- Brush entity specific ----"} info4: = {Typ="S" Txt="(none yet)"} } SpecArgForm:form = { info1: = {Typ="S" Txt=" ---- Specific / Argument options ----"} Style = "1" Typ: = { Txt = "Type" Typ = "C" Hint = "The specifics type:"$0D "E = Edit"$0D "E R = Edit - Read Only"$0D "EF = Edit - Number/Floating Point"$0D "ED = Edit - Directory"$0D "ET = Edit - Texture"$0D "EP = Edit - File"$0D "EN = Edit - Name"$0D "EU = Edit - Up/Down Button"$0D "EQ = Edit - Up/Down/Left/Right Button"$0D "X = Checkbox"$0D "B = Button"$0D "P = Python Button"$0D "PM = Python Button (Multiple)"$0D "C = Combobox"$0D "S = Seperator"$0D "L = Color"$0D "LP = Color - Palletized"$0D "LN = Color - Normalized"$0D "I = Image"$0D "F = Font"$0D "K = Key" Items = "E"$0D "ER"$0D "EF"$0D "ED"$0D "ET"$0D "EP"$0D "EN"$0D "EU"$0D "EQ"$0D "X"$0D "B"$0D "P"$0D "PM"$0D "C"$0D "S"$0D "L"$0D "LP"$0D "LN"$0D "I"$0D "F"$0D "K" } Txt: = { Txt = "Text" Typ = "E" Hint = "The specifics caption" } Hint: = { Txt = "Hint" Typ = "E" Hint = "The specifics help text" } info2: = {Typ="S" Txt=" ---- Combobox (C) specific ----"} Items: = { Txt = "Items" Typ = "E" Hint = "Items in combobox - seperated by $0D" } Values: = { Txt = "Values" Typ = "E" Hint = "Values for items - seperated by $0D" } info2: = {Typ="S" Txt=" ---- Button (B) specific ----"} Form: = { Txt = "Form" Typ = "E" Hint = "Form to open when button is pressed" } info3: = {Typ="S" Txt=" ---- Python Macro Button (P) specific ----"} Macro: = { Txt = "Macro" Typ = "E" Hint = "Macro to call when pressed" } info4: = {Typ="S" Txt=" ---- Python Macro Button (PM) specific ----"} Num: = { Txt = "Count" Typ = "E" Hint = "Number of buttons - Use if 'M' is second character of type" } Caps: = { Txt = "Captions" Typ = "E" Hint = "Caption of button, one character per button - Use if 'M' is second character of type" } Macro: = { Txt = "Macro" Typ = "E" Hint = "Macro to call when pressed" } Hint1: = { Txt = "Hint" Typ = "E" Hint = "Hint for button 1 (add more if necessary - Hint2....Hintx)" } info5: = {Typ="S" Txt=" ---- Checkbox (X) specific ----"} Cap: = { Txt = "Caption" Typ = "E" Hint = "Caption of checkbox" } } ToolBox:form = // form that applies when editing .qtx objects { Style = "3" info: = {Typ="S" Txt=" ---- Toolbox root object ----"} ToolBox: = { Txt = "Toolbox name" Typ = "E" Hint = "data in this object appears in this toolbox" } sep1: = {Typ="S"} info2: = {Typ="S" Txt="Optional window settings"} pos: = { Typ = "EF4" Txt = "Initial window position" Hint = "only applies the first time the toolbox is opened" } left: = { Typ = "EF1" Txt = "Width of left pane, if any" Hint = "width of the Explorer-like left panel for toolboxes like the texture browser" } color: = { Typ = "LI" Txt = "caption color" Hint = "rightmost gradient caption color (leftmost color is always black for toolboxes)" } sep2: = {Typ="S" Txt = ""} info3: = {Typ="S" Txt="Open the toolbox to edit the content."} root: = {Typ="!"} // prevents "root" from being displayed at all target: = {Typ="!"} } QrkGroup:form = { Style = "3" caption: = {Typ="E" Txt="Group caption"} btn:py = { macro = "hello" } } CustomBuildPgm:incl = { Typ="X" Txt="...execute build-program" Cap="Yes" Hint="Make this build-program execute, after the above ones," $0D"only if no error have occured in previous build-program." $0D $0D"In the game's configuration section (QuArK Explorer->Games->" $0D"Options), you specify what this build-program is." } CustomBuildArgs:incl = { Typ="C" Txt="...additional arguments" Hint="Put any additional command-line arguments for the" $0D"build-program here. They will be _additional_ to the" $0D"fixed arguments, which are specified in the game's" $0D"configuration section (QuArK Explorer->Games->Options)." $0D $0D"Use the following user-variables, which will be automatically" $0D"replaced at run-time. If at least one of these are used, QuArK" $0D"will _not_ append a '<path>/<mapfile>' to the command-line arg.," $0D"so you better remember to do this yourself." $0D $0D"%file% - Gives the map's path and filename without extension" $0D"%mappath% - Gives the map's path with ending backslash" $0D"%mapfile% - Gives the map's path and filename with .MAP extension" $0D $0D"Examples:" $0D" BSPC.EXE -bps2aas %file%.BSP -output %mappath%" $0D" VIS.EXE -fast %file%" $0D" QRAD3.EXE -threads 4 %file%" } CustomQuakeMenu:form = // "customize Quake menu" box { Style = "5" // No-icons, No-extra-spacing sep: = {Typ="S" Txt="---- Menu Item / Output ----"} Shortcut: = {Typ="E" Txt="Keyboard shortcut" Hint="Keyboard shortcut as it appears in the menu (recommended: 'Ctrl+letter')"} Pause: = {Typ="X" Txt="When build has finished..." Cap="Console stay open" Hint="Don't automatically close the console where all build-program's output has been written"} sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Before build / After build ----"} ExportMapFile: = {Typ="X" Txt="First..." Cap="Export new .MAP file" Hint=""} Textures: = {Typ="X" Txt="Then..." Cap="Prepare used textures" Hint="Prepare all textures used in map and write"$0D"them to a place where the build-programs will find them"} RunGame: = {Typ="X" Txt="After successful build..." Cap[]="Run [::Game] with map" Hint="Run the game when the map has been rebuilt"} sep: = {Typ="S" Txt = ""} sep: = {Typ="S" Txt="---- Build Programs Enable/Disable Sequence ----"} sep: = {Typ="S" Txt[]="1st program '[::BuildPgm1] [::BuildArgs1]'"} BuildPgm1: = {CustomBuildPgm=!} BuildArgs1: = {CustomBuildArgs=!} sep: = {Typ="S" Txt[]="2nd program '[::BuildPgm2] [::BuildArgs2]'"} BuildPgm2: = {CustomBuildPgm=!} BuildArgs2: = {CustomBuildArgs=!} sep: = {Typ="S" Txt[]="3rd program '[::BuildPgm3] [::BuildArgs3]'"} BuildPgm3: = {CustomBuildPgm=!} BuildArgs3: = {CustomBuildArgs=!} sep: = {Typ="S" Txt[]="4th program '[::BuildPgm4] [::BuildArgs4]'"} BuildPgm4: = {CustomBuildPgm=!} BuildArgs4: = {CustomBuildArgs=!} sep: = {Typ="S" Txt[]="5th program '[::BuildPgm5] [::BuildArgs5]'"} BuildPgm5: = {CustomBuildPgm=!} BuildArgs5: = {CustomBuildArgs=!} sep: = {Typ="S" Txt[]="6th program '[::BuildPgm6] [::BuildArgs6]'"} BuildPgm6: = {CustomBuildPgm=!} BuildArgs6: = {CustomBuildArgs=!} sep: = {Typ="S" Txt[]="7th program '[::BuildPgm7] [::BuildArgs7]'"} BuildPgm7: = {CustomBuildPgm=!} BuildArgs7: = {CustomBuildArgs=!} sep: = {Typ="S" Txt[]="8th program '[::BuildPgm8] [::BuildArgs8]'"} BuildPgm8: = {CustomBuildPgm=!} BuildArgs8: = {CustomBuildArgs=!} sep: = {Typ="S" Txt[]="9th program '[::BuildPgm9] [::BuildArgs9]'"} BuildPgm9: = {CustomBuildPgm=!} BuildArgs9: = {CustomBuildArgs=!} } CustomQuakeMenuSep:form = // separator in the Quake menu { Style = "3" sep: = {Typ="S" Txt=" "} // some space info: = {Typ="S" Txt="This is a separator line in the menu."} } PluginInfo:form = { Style = "2" file: = { Typ = "E R" Txt = "File" } sep: = { Typ="S" Txt = "" } plug-in: = { Typ = "E R" // Edit Read-only Txt = "Plug-in name" } desc: = { Typ = "M R" // Memo/Multiline-text Read-only Txt = "Description" } date: = { Typ = "E R" // Edit Read-only Txt = "Date" } author: = { Typ = "E R" // Edit Read-only Txt = "Author" } author e-mail: = { Typ = "E R" // Edit Read-only Txt = "Author e-mail" } quark: = { Typ = "E R" // Edit Read-only Txt = "Designed for QuArK version" } } Skin:form = // form on the polyhedrons page { Style = "1" header: = { Typ = "S" Txt = "%s" // caption text is found in the object put in the form //Bold = "0" } triangles: = { Typ = "E-R" // edit, read only Txt = "Triangles :" Hint = "The number of triangle this component has|Number of triangles" } ownedby: = { Typ = "E-R" Txt = "Owned by :" Hint = "The 'parent' component in the tree view" } } } NewFiles.qtx = // ".qtx" : QuArK Tool boX { ToolBox = "New files..." Pos = '0.65 0.2 0.952 0.7' // default window position Color = $C00080 // window caption color, Red/Green/Blue Target = ".qrk" // items from this toolbox are to be put in ".qrk" files Root = "New File Types.qtxfolder" New File Types.qtxfolder = { Group.qrk = { } Map.qkm = { ;incl = "NewMap" } Model.qkl = { Root = "Model Root:mr" Model Root:mr = { Misc Group:mg = { type = $06 } Component:mc = { show = $01 Skeleton:bg = { type = $05 } Skins:sg = { type = $02 Skin0.pcx = { ;incl = "EmptyImage" } } Frames:fg = { type = $01 } } } } Pak.pak = { } ZIP Archive.zip = { } PCX Image.pcx = { ;incl = "EmptyImage" } TGA Image.tga = { ;incl = "EmptyImage" } JPEG Image.jpg = { ;incl = "EmptyImage" } Windows Bitmap Image.bmp = { ;incl = "EmptyImage" } Text.txt = { } Configuration file.cfg = { } Sound.wav = { } Files for the game.import = { } // Quake Context.qctx = { } Game Context.qctx = { } // See also 'QuakeCtx:form' Advanced Editing.qtxfolder = { Form Context.fctx = { } Form:form = { } Element: = { } } } } NewMapItems.qtx = { ToolBox = "New map items..." Pos = '0.2 0.15 0.8 0.85' Color = $80FF80 Target = ".qkm" // ".qkm" : QuArK Map Root = "New Polyhedrons.qtxfolder" // needed only in ".qtx" objects when you actually want it to add a root in the toolbox (i.e. almost always) t_terrainbuilder_cube:incl = { cube:p = { ;desc = "cube to put in the map and then resize and reshape" up:f = { v = '0 0 32 128 0 32 0 128 32' tex = "[auto]" } down:f = { v = '0 0 0 0 128 0 128 0 0' tex = "[auto]" m = "1" } left:f = { v = '-64 0 0 -64 0 128 -64 128 0' tex = "[auto]" m = "1" } back:f = { v = '0 64 0 0 64 128 128 64 0' tex = "[auto]" m = "1" } right:f = { v = '64 0 0 64 128 0 64 0 128' tex = "[auto]" } front:f = { v = '0 -64 0 128 -64 0 0 -64 128' tex = "[auto]" } } } t_shapebuilder_cube:incl = { cube:p = { ;desc = "cube to put in the map and then resize and reshape" right:f = { v = '64 0 0 64 128 0 64 0 128' tex = "[auto]" } left:f = { v = '-64 0 0 -64 0 128 -64 128 0' tex = "[auto]" m = "1" } back:f = { v = '0 64 0 0 64 128 128 64 0' tex = "[auto]" m = "1" } front:f = { v = '0 -64 0 128 -64 0 0 -64 128' tex = "[auto]" } up:f = { v = '0 0 64 128 0 64 0 128 64' tex = "[auto]" } down:f = { v = '0 0 -64 0 128 -64 128 0 -64' tex = "[auto]" m = "1" } } } New Polyhedrons.qtxfolder = { Basic polyhedrons.qtxfolder = { cube:p = { ;desc = "cube to put in the map and then resize and reshape" east:f = { v = '64 0 0 64 128 0 64 0 128' tex = "[auto]" } west:f = { v = '-64 0 0 -64 0 128 -64 128 0' tex = "[auto]" m = "1" } north:f = { v = '0 64 0 0 64 128 128 64 0' tex = "[auto]" m = "1" } south:f = { v = '0 -64 0 128 -64 0 0 -64 128' tex = "[auto]" } up:f = { v = '0 0 64 128 0 64 0 128 64' tex = "[auto]" } down:f = { v = '0 0 -64 0 128 -64 128 0 -64' tex = "[auto]" m = "1" } } platform:p = { ;desc = "a flat cube for ground and ceiling" east:f = { v = '64 0 -8 64 128 -8 64 0 120' tex = "[auto]" } west:f = { v = '-64 0 -8 -64 0 120 -64 128 -8' tex = "[auto]" m = "1" } north:f = { v = '0 64 -8 0 64 120 128 64 -8' tex = "[auto]" m = "1" } south:f = { v = '0 -64 -8 128 -64 -8 0 -64 120' tex = "[auto]" } up:f = { v = '0 0 8 128 0 8 0 128 8' tex = "[auto]" } down:f = { v = '0 0 -8 0 128 -8 128 0 -8' tex = "[auto]" m = "1" } } Y view wall:p = { ;desc = "a vertical wall facing the Y direction" east:f = { v = '64 -8 -40 64 120 -40 64 -8 88' tex = "[auto]" } west:f = { v = '-64 -8 -40 -64 -8 88 -64 120 -40' tex = "[auto]" m = "1" } north:f = { v = '8 8 -40 8 8 88 136 8 -40' tex = "[auto]" m = "1" } south:f = { v = '8 -8 -40 136 -8 -40 8 -8 88' tex = "[auto]" } up:f = { v = '8 -8 64 136 -8 64 8 120 64' tex = "[auto]" } down:f = { v = '8 -8 -64 8 120 -64 136 -8 -64' tex = "[auto]" m = "1" } } X view wall:p = { ;desc = "a vertical wall facing the X direction" east:f = { v = '8 0 0 8 128 0 8 0 128' tex = "[auto]" } west:f = { v = '-8 0 0 -8 0 128 -8 128 0' tex = "[auto]" m = "1" } north:f = { v = '-8 64 0 -8 64 128 120 64 0' tex = "[auto]" m = "1" } south:f = { v = '-8 -64 0 120 -64 0 -8 -64 128' tex = "[auto]" } up:f = { v = '-8 0 64 120 0 64 -8 128 64' tex = "[auto]" } down:f = { v = '-8 0 -64 -8 128 -64 120 0 -64' tex = "[auto]" m = "1" } } wedge:p = { ;desc = "a wedge in the horizontal position" west:f = { v = '-64 -63.57516 0 -64 -63.57516 128 -64 64.42484 0' tex = "[auto]" m = "1" } south:f = { v = '63.57658 -64.00017 -64.39999 63.57658 -63.99950 63.60001 -64.42342 -64.00051 -64.39999' tex = "[auto]" m = "1" } face:f = { v = '86.17815 -86.22846 -0.00002 18.29591 -18.34623 -0.00002 86.07752 -86.32910 127.99990' tex = "[auto]" } up:f = { v = '-5.63757 -26.12108 32 -5.63757 -154.12110 32 124.89730 -26.12108 32' tex = "[auto]" } down:f = { v = '-0.32341 -64.52548 -32 -0.32341 63.47453 -32 127.67660 -64.52548 -32' tex = "[auto]" m = "1" } } pyramid:p = { ;desc = "a pyramid with 4 sides and a base" east cut:f = { v = '0 0 96 57.24334 0 -18.48668 0 128 96' tex = "[auto]" tv = '0 0 0 128 128 0' } west cut:f = { v = '0 0 96 57.24334 0 210.48670 0 128 96' tex = "[auto]" tv = '0 0 0 -128 -128 0' } north cut:f = { v = '0 35.37833 25.24334 0 -21.86501 139.73000 128 35.37833 25.24334' tex = "[auto]" tv = '0 0 -128 0 0 -128' } south cut:f = { v = '0 35.37833 166.75670 0 -21.86501 52.26997 128 35.37833 166.75670' tex = "[auto]" tv = '0 0 128 0 0 128' } down:f = { v = '0 0 -32 0 128 -32 128 0 -32' tex = "[auto]" tv = '0 0 0 -128 128 0' } } tetrahedron:p = { ;desc = "a pyramid with 3 sides and a base" east cut:f = { v = '0 -64 -64 64 64 -64 0 0 64' tex = "[auto]" tv = '17.08650 -74.04104 145.08650 -74.04104 17.08650 -202.04110' } west cut:f = { v = '0 -64 -64 0 0 64 -64 64 -64' tex = "[auto]" tv = '-56.95401 -146.96530 -196.31030 4.94197 25.96877 4.94197' } north cut:f = { v = '-64 64 -64 -128 0 64 0 0 64' tex = "[auto]" tv = '-107.09550 19.27555 20.90454 19.27605 -107.09500 -108.72450' } down:f = { v = '0 -64 -64 -64 64 -64 64 64 -64' tex = "[auto]" tv = '32.28578 15.25432 -76.26430 83.08398 100.11550 123.80450' } } triangular prism:p = { ;desc = "a prism with a triangular base" east cut:f = { v = '-110.59940 -8 285.19880 -239.39690 -8 542.79390 -110.59940 -296 285.19880' tex = "[auto]" tv = '0 0 0 -192 -192 0' } west cut:f = { v = '-97.79935 -8 -131.59870 -226.59690 -8 -389.19390 -97.79935 -296 -131.59870' tex = "[auto]" tv = '0 0 0 192 192 0' } north:f = { v = '0 64 -2.21301 -288 64 -2.21301 -0.00001 64 285.78700' tex = "[auto]" tv = '0 0 192 0 0 -192' } south:f = { v = '0 -64 8.00002 288 -64 8.00002 0 -64 296.00000' tex = "[auto]" tv = '0 0 192 0 0 -192' } down:f = { v = '0 -8 -63.99998 288 -8 -63.99998 0 -296 -63.99998' tex = "[auto]" tv = '0 0 0 -192 -192 0' } } } Complex polyhedrons.qtxfolder = { prism, 6 sides:p = { ;desc = "a prism with a hexagonal base" face:f = { v = '-0.00001 -128.00000 0 128 -128.00000 0 -0.00001 -128.00000 128' tex = "[auto]" } face:f = { v = '-0.00001 128.00000 0 -0.00001 128.00000 128 128 128.00000 0' tex = "[auto]" m = "1" } face:f = { v = '-0.00001 -0.00002 -128 -0.00001 128.00000 -128 128 -0.00002 -128' tex = "[auto]" m = "1" } face:f = { v = '-0.00001 -0.00002 128 128 -0.00002 128 -0.00001 128.00000 128' tex = "[auto]" } face:f = { v = '147.80160 -0.00002 0 221.70250 128.00000 0 147.80160 -0.00002 128' tex = "[auto]" } face:f = { v = '-147.80170 -0.00002 0 -147.80170 -0.00002 128 -73.90089 128.00000 0' tex = "[auto]" m = "1" } face:f = { v = '147.80170 -0.00002 0 73.90087 128.00000 0 147.80170 -0.00002 128' tex = "[auto]" } face:f = { v = '-147.80170 -0.00002 0 -147.80170 -0.00002 128 -221.70250 128.00000 0' tex = "[auto]" m = "1" } } prism, 8 sides:p = { ;desc = "a prism with an octogonal base" face:f = { v = '-181.01930 0 0 -181.01930 0 128 -309.01930 128.00000 0' tex = "[auto]" m = "1" } face:f = { v = '181.01920 0 0 53.01929 128.00000 0 181.01920 0 128' tex = "[auto]" } face:f = { v = '789.01930 608 0 917.01930 736 0 789.01930 608 128' tex = "[auto]" } face:f = { v = '426.98070 608 0 426.98070 608 128 554.98070 736 0' tex = "[auto]" m = "1" } face:f = { v = '0 0 -128 0 128.00000 -128 128 0 -128' tex = "[auto]" m = "1" } face:f = { v = '0 0 128 128 0 128 0 128.00000 128' tex = "[auto]" } face:f = { v = '-128 0 0 -128 0 128 -128 128.00000 0' tex = "[auto]" m = "1" } face:f = { v = '128 0 0 128 128.00000 0 128 0 128' tex = "[auto]" } face:f = { v = '0 -128 0 128 -128 0 0 -128 128' tex = "[auto]" } face:f = { v = '0 128.00000 0 0 128.00000 128 128 128.00000 0' tex = "[auto]" m = "1" } } prism, 10 sides:p = { ;desc = "a prism with a decagonal base" face:f = { v = '0.00002 -128 0 128.00000 -128 0 0.00002 -128 128' tex = "[auto]" } face:f = { v = '0.00002 128 0 0.00002 128 128 128.00000 128 0' tex = "[auto]" m = "1" } face:f = { v = '0.00002 0 -128 0.00002 128 -128 128.00000 0 -128' tex = "[auto]" m = "1" } face:f = { v = '0.00002 0 128 128.00000 0 128 0.00002 128 128' tex = "[auto]" } face:f = { v = '0.00002 158.21670 0 0.00002 158.21670 128 128.00000 251.21410 0' tex = "[auto]" m = "1" } face:f = { v = '0.00002 -158.21670 0 128.00000 -65.21923 0 0.00002 -158.21670 128' tex = "[auto]" } face:f = { v = '-134.58710 0 0 -134.58710 0 128 -92.99741 128 0' tex = "[auto]" m = "1" } face:f = { v = '134.58710 0 0 176.17680 128 0 134.58710 0 128' tex = "[auto]" } face:f = { v = '134.58720 0 0 92.99746 128 0 134.58720 0 128' tex = "[auto]" } face:f = { v = '-134.58710 0 0 -134.58710 0 128 -176.17680 128 0' tex = "[auto]" m = "1" } face:f = { v = '0.00002 158.21670 0 0.00002 158.21670 128 128.00000 65.21912 0' tex = "[auto]" m = "1" } face:f = { v = '0.00002 -158.21670 0 128.00000 -251.21410 0 0.00002 -158.21670 128' tex = "[auto]" } } cuboctahedron:p = { ;desc = "a kind of cube with cut corners" face:f = { v = '-64 0 0 -64 0 128 -64 128 0' tex = "[auto]" m = "1" } face:f = { v = '64 0 0 64 128 0 64 0 128' tex = "[auto]" } face:f = { v = '0 -64 0 128 -64 0 0 -64 128' tex = "[auto]" } face:f = { v = '0 64 0 0 64 128 128 64 0' tex = "[auto]" m = "1" } face:f = { v = '0 0 -64 0 128 -64 128 0 -64' tex = "[auto]" m = "1" } face:f = { v = '0 0 64 128 0 64 0 128 64' tex = "[auto]" } face:f = { v = '0 -1248 1376 128 -1248 1248 0 -1120 1248' tex = "[auto]" } face:f = { v = '0 -1248 -1120 128 -1248 -1248 0 -1120 -992' tex = "[auto]" } face:f = { v = '0 -1248 -1120 128 -1248 -992 0 -1120 -992' tex = "[auto]" } face:f = { v = '0 -1248 1376 128 -1248 1504 0 -1120 1248' tex = "[auto]" } face:f = { v = '0 -1248 -1376 0 -1120 -1248 128 -1248 -1504' tex = "[auto]" m = "1" } face:f = { v = '0 -1248 -1376 0 -1120 -1248 128 -1248 -1248' tex = "[auto]" m = "1" } face:f = { v = '0 -1248 1120 0 -1120 992 128 -1248 1248' tex = "[auto]" m = "1" } face:f = { v = '0 -1248 1120 0 -1120 992 128 -1248 992' tex = "[auto]" m = "1" } } rombobicuboctahedron:p = { ;desc = "a rough sphere" face:f = { v = '-136 0 -0.00001 -136 0 128.00000 -136 128 -0.00001' tex = "[auto]" m = "1" } face:f = { v = '136 0 -0.00001 136 128 -0.00001 136 0 128.00000' tex = "[auto]" } face:f = { v = '0 -136 -0.00001 128 -136 -0.00001 0 -136 128.00000' tex = "[auto]" } face:f = { v = '0 136 -0.00001 0 136 128.00000 128 136 -0.00001' tex = "[auto]" m = "1" } face:f = { v = '0 0 -136.00000 0 128 -136.00000 128 0 -136.00000' tex = "[auto]" m = "1" } face:f = { v = '0 0 136.00000 128 0 136.00000 0 128 136.00000' tex = "[auto]" } face:f = { v = '0 247.45350 -0.00001 0 120.70240 128.00000 128 119.45350 -0.00001' tex = "[auto]" m = "1" } face:f = { v = '0 247.45360 -0.00001 0 120.70250 128.00000 128 375.45360 -0.00001' tex = "[auto]" m = "1" } face:f = { v = '-247.45360 0 -0.00001 -120.70250 0 128.00000 -375.45370 128 -0.00001' tex = "[auto]" m = "1" } face:f = { v = '535.45360 288 -0.00001 663.45360 416 -0.00001 408.70250 288 128.00000' tex = "[auto]" } face:f = { v = '535.45360 288 -0.00001 663.45360 416 -0.00001 662.20470 288 128.00000' tex = "[auto]" } face:f = { v = '40.54627 288 -0.00001 -86.20483 288 128.00000 168.54630 416 -0.00001' tex = "[auto]" m = "1" } face:f = { v = '-247.45370 0 -0.00001 -374.20480 0 128.00000 -375.45370 128 -0.00001' tex = "[auto]" m = "1" } face:f = { v = '-288 -1024 480 -160 -1024 352 -288 -896 480' tex = "[auto]" } face:f = { v = '0 -1024 1216 128 -1024 1216 0 -896 1088' tex = "[auto]" } face:f = { v = '0 0 192.00000 128 0 320 0 128 192.00000' tex = "[auto]" } face:f = { v = '0 0 192.00000 128 0 192.00000 0 128 320' tex = "[auto]" } face:f = { v = '-480 288 -0.00001 -480 288 128.00000 -608 416 -0.00001' tex = "[auto]" m = "1" } face:f = { v = '480 288 -0.00001 608 416 -0.00001 480 288 128.00000' tex = "[auto]" } face:f = { v = '-96 288 -0.00001 -224 416 -0.00001 -96 288 128.00000' tex = "[auto]" } face:f = { v = '96 288 -0.00001 96 288 128.00000 224 416 -0.00001' tex = "[auto]" m = "1" } face:f = { v = '-288 -1024 95.99998 -288 -896 95.99998 -160 -1024 -32.00002' tex = "[auto]" m = "1" } face:f = { v = '0 -1024 832 0 -896 704 128 -1024 832' tex = "[auto]" m = "1" } face:f = { v = '-288 -1024 -480 -288 -896 -480 -160 -1024 -352' tex = "[auto]" m = "1" } face:f = { v = '0 -1024 -1216 0 -896 -1088 128 -1024 -1216' tex = "[auto]" m = "1" } face:f = { v = '-288 535.45350 -0.00001 -288 662.20460 128.00000 -160 407.45360 -0.00001' tex = "[auto]" m = "1" } } cone, 8 sides:p = { ;desc = "a cone with an octogonal base" face:f = { v = '-480.00020 375.48830 -25.59972 -352.00020 247.48830 -25.59972 -480.00020 479.99990 102.40030' tex = "[auto]" } face:f = { v = '-480.00020 584.51160 -25.59972 -480.00020 480.00000 102.40030 -352.00020 456.51170 -25.59972' tex = "[auto]" m = "1" } face:f = { v = '584.51110 479.99980 -25.59972 712.51110 607.99980 -25.59972 479.99960 479.99980 102.40030' tex = "[auto]" } face:f = { v = '-0.00015 104.51130 -25.59972 -0.00015 -0.00034 102.40030 127.99980 232.51130 -25.59972' tex = "[auto]" m = "1" } face:f = { v = '-0.00015 -0.00021 -25.59972 -0.00015 127.99980 -25.59972 127.99980 -0.00021 -25.59972' tex = "[auto]" m = "1" } face:f = { v = '-73.90103 -0.00021 -25.59972 -0.00015 -0.00021 102.40030 -73.90103 127.99980 -25.59972' tex = "[auto]" m = "1" } face:f = { v = '73.90060 -0.00021 -25.59972 73.90060 127.99980 -25.59972 -0.00015 -0.00021 102.40030' tex = "[auto]" } face:f = { v = '-0.00015 -73.90097 -25.59972 127.99980 -73.90097 -25.59972 -0.00015 -0.00021 102.40030' tex = "[auto]" } face:f = { v = '-0.00015 73.90067 -25.59972 -0.00015 -0.00021 102.40030 127.99980 73.90067 -25.59972' tex = "[auto]" m = "1" } } } Duplicators & misc.qtxfolder = { Basic Duplicator:d = { ;desc = "basic duplicator, to make several copies of an object" origin = "0 0 0" offset = "32 32 0" count = "5" angle = "" out = "1" macro = "dup basic" } Copy One:d = { ;desc = "this version makes just one copy that you can move elsewhere" origin = "0 0 0" offset = "64 64 0" angle = "" out = "1" macro = "dup basic" } New Copy One:d = { ;desc = "experimental enhanced version, image is located at dup origin, and more" origin = "64 64 0" offset = "0 0 0" out = "1" offset dup = "1" macro = "dup lin" } Linear Duplicator:d = { ;desc = "enhanced version : can apply linear mappings (mirror, zoom, etc)" origin = "0 0 0" offset = "32 32 0" count = "3" out = "1" item center = "1" linear = "1 0 0 0 1 0 0 0 1" macro = "dup lin" } Mirror X:d = { ;desc = "X-axis mirror" out = "1" origin = "0 0 0" macro = "dup symx" } Mirror Y:d = { ;desc = "Y-axis mirror" out = "1" origin = "0 0 0" macro = "dup symy" } Mirror Z:d = { ;desc = "Z-axis mirror" out = "1" origin = "0 0 0" macro = "dup symz" } Mirror XYZ:d = { ;desc = "XYZ-axes toggleable mirror" out = "1" origin = "0 0 0" x = "X" macro = "dup symxyz" } Mirror XY:d = { ;desc = "X- and Y-axis mirrors (one original and three images)" out = "1" origin = "0 0 0" macro = "dup symxy" } Radial:d = { ;desc = "Copies around an axis" origin = "0 0 0" count = "2" around = '180' spiral = '0 0' axis = '0 0 1' macro = "dup radial" new cube:p = { east:f = { v = '192 0 0 192 128 0 192 0 128' tex = "[auto]" } west:f = { v = '64 0 0 64 -128 0 64 0 128' tex = "[auto]" } north:f = { v = '128 64 0 0 64 0 128 64 128' tex = "[auto]" } south:f = { v = '128 -64 0 256 -64 0 128 -64 128' tex = "[auto]" } up:f = { v = '128 0 64 256 0 64 128 128 64' tex = "[auto]" } down:f = { v = '128 0 -64 256 0 -64 128 -128 -64' tex = "[auto]" } } } Digger:d = { ;desc = "polyhedrons inside are 'negative' and dig the map" ;incl = "defpoly" macro = "digger" } Hollow Maker:d = { ;desc = "polyhedrons inside are automatically made hollow" ;incl = "defpoly" macro = "hollow maker" depth = "8" } Wall Maker:d = { ;desc = "build walls based on a polyhedron shape" ;incl = "defpoly" macro = "wall maker" depth = "8" } // UserCenterHandle stuff better, methinks // Origin Duplicator:d = // { // ;desc = "a center point for various kinds of groups" // origin = "0 0 0" // macro = "dup origin" // } Path Duplicator:g = { ;desc = "corridor maker, easy creation of connected corridors" Path Duplicator:d = { origin = "0 0 0" macro = "dup path" target = "dpath1" speeddraw = "0" scaletexture = "0" Template:g = { cube:p = { east:f = { v = ' 64 0 0 64 128 0 64 0 128' tex = "[auto]" } west:f = { v = '-64 0 0 -64 0 128 -64 128 0' tex = "[auto]" m = "1" } north:f = { v = ' 0 64 0 0 64 128 128 64 0' tex = "[auto]" m = "1" } south:f = { v = ' 0 -64 0 128 -64 0 0 -64 128' tex = "[auto]" } up:f = { v = ' 0 0 64 128 0 64 0 128 64' tex = "[auto]" } down:f = { v = ' 0 0 -64 0 128 -64 128 0 -64' tex = "[auto]" m = "1" } } cube:p = { neg = "1" east:f = { v = ' 64 0 0 64 128 0 64 0 128' tex = "[auto]" } west:f = { v = '-64 0 0 -64 0 128 -64 128 0' tex = "[auto]" m = "1" } north:f = { v = ' 0 32 0 0 32 128 128 32 0' tex = "[auto]" m = "1" } south:f = { v = ' 0 -32 0 128 -32 0 0 -32 128' tex = "[auto]" } up:f = { v = ' 0 0 32 128 0 32 0 128 32' tex = "[auto]" } down:f = { v = ' 0 0 -32 0 128 -32 128 0 -32' tex = "[auto]" m = "1" } } } } PathDup.Point:d = { macro = "dup path_point" origin = "96 96 0" targetname = "dpath1" target = "dpath2" level = "1" } PathDup.Point:d = { macro = "dup path_point" origin = "192 96 0" targetname = "dpath2" target = "dpath3" } PathDup.Point:d = { macro = "dup path_point" origin = "192 192 0" targetname = "dpath3" target = "dpathX" } } // Instance Duplicator:g = // { // ;desc = "Multiple instances at chosen places, with linear transformation" // Instance Duplicator:d = // { // origin = "0 0 0" // macro = "dup instance" // target = "dpath1" //// speeddraw = "0" //// scaletexture = "0" // Template:g = // { // cube:p = // { // east:f = { v = ' 64 0 0 64 128 0 64 0 128' tex = "[auto]" } // west:f = { v = '-64 0 0 -64 0 128 -64 128 0' tex = "[auto]" m = "1" } // north:f = { v = ' 0 64 0 0 64 128 128 64 0' tex = "[auto]" m = "1" } // south:f = { v = ' 0 -64 0 128 -64 0 0 -64 128' tex = "[auto]" } // up:f = { v = ' 0 0 64 128 0 64 0 128 64' tex = "[auto]" } // down:f = { v = ' 0 0 -64 0 128 -64 128 0 -64' tex = "[auto]" m = "1" } // } // } // } // PathDup.Point:d = // { // macro = "dup path_point" // origin = "160 160 0" // targetname = "dpath1" // target = "dpath2" // } // PathDup.Point:d = // { // macro = "dup path_point" // origin = "160 320 0" // targetname = "dpath2" // target = "dpathX" // } // } Extruder:d = { origin = "0 0 0" // axis = '1 0 0' side = '0 -1 0' edge = '8' type = "t" circ_show = "1" tex = "[auto]" _closed = "1" macro = "dup extruder" spine:g = { rib:g = { point:g = {where = '64 -64'} point:g = {where = '64 64'} point:g = {where = '-64 64'} point:g = {where = '-64 -64'} // point:g = {where = '0 32'} // point:g = {where = '90 32'} // point:g = {where = '180 32'} // point:g = {where = '270 32'} } rib:g = { location = '96 0 0' } } } ArgReplacer:d = { ;desc = "Arg Replacer : Search and Replaces %keyword% in spec/args" macro = "arg replacer" } } Shape Builders.qtxfolder = { Brush Arch/Cap Maker:d = { ;desc = "build a brush-based arch or cap from a cubic polyhedron shape" macro = "dup brushcap" inverse = "1" subdivide = '2' t_shapebuilder_cube = ! } Brush Bevel Maker:d = { ;desc = "build brush-based bevel-corner from a cubic polyhedron shape" macro = "dup brushbevel" inverse = "1" subdivide = '2' left = "1" open = "1" t_shapebuilder_cube = ! } //Brush Column Maker:d = //{ // ;desc = "build brush-based column from a cubic polyhedron shape" // macro = "dup brushcolumn" // open = "1" // t_shapebuilder_cube = ! //} Staircase Maker:d = { ;desc = "build a staircase from a cubic polyhedron shape" macro = "dup stair" steps = "8" sameheight = "" oldstyle = "" t_shapebuilder_cube = ! } Terrain Maker 2:d = { ;desc = "build a terrain from a cubic polyhedron shape - 2 triangles per square" macro = "dup terrain2" wedgeunits = "32" sameheight = "" detailmesh = "" t_terrainbuilder_cube = ! } Terrain Maker 2X:d = { ;desc = "build a terrain from a cubic polyhedron shape - 2 triangles per square for X pattern" macro = "dup terrain2X" wedgeunits = "32" sameheight = "" detailmesh = "" t_terrainbuilder_cube = ! } Terrain Maker 4:d = { ;desc = "build a terrain from a cubic polyhedron shape - 4 triangles per square" macro = "dup terrain4" wedgeunits = "32" sameheight = "" detailmesh = "" t_terrainbuilder_cube = ! } } Game specific.qtxfolder = { Half-Life infodecal Helper:d = { ;desc = "Write words and sentences using infodecals" text = "HALFLIFE" wildchar = "@" tex_upper = "{CAPS@" tex_lower = " " tex_numeric = "{MED#S@" origin = "0 0 0" offset = "12 0 0" macro = "dup hlinfodecal" } Half-Life .RAD File Maker:d = { ;desc = "Helps you store texture lighting values (LIGHTS.RAD or <mapname>.RAD)" macro = "dup hlradfilemaker" } } Tools.qtxfolder = { plane duplicator:d = { ;desc = "'duplicator' for making a 3 ponit plane" P1 = '0 64 0' P2 = '64 -64 0' P3 = '-64 -64 0' macro = "dup plane" } } } } Textures.qtx = { ToolBox = "Texture Browser..." Pos = "max" Color = $704000 // Red/Green/Blue Target = ".qkm" // textures are also to be put in maps Left = '140' // size of the Explorer at the left (the right space displays the selected objects) Root = "Searched.qtxfolder" Searched.qtxfolder = { SearchBox = "1" Searched Texures.txlist = { } } } // Map Specifics display.qctx = // { // DrawMap: = // { // Spec = "target" // find: = // { // Spec = "targetname" // Arg[] = "[~target]" // Arrow: = {from[]="[~origin]" to[][]="[<[~origin]>]"} // } // } // DrawMap: = // { // Spec = "targetname" // find: = // { // Spec = "target" // Arg[] = "[~targetname]" // Arrow: = {from[][]="[<[~origin]>]" to[]="[~origin]"} // } // find: = // { // Spec = "killtarget" // Arg[] = "[~targetname]" // Arrow: = {from[][]="[<[~origin]>]" to[]="[~origin]" color="1 0 0"} // } // } // DrawMap: = // { // Spec = "killtarget" // find: = // { // Spec = "targetname" // Arg[] = "[~killtarget]" // Arrow: = {from[]="[~origin]" to[][]="[<[~origin]>]" color="1 0 0"} // } // } // } defpoly:incl = // default polyhedron { ;incl[] = "[:Map:Building:DefPoly]" // equals one of the polyhedrons below } poly128:incl = // default 128x128x128 polyhedron for brush entities { poly:p = { east:f = {v= '64 0 0 64 128 0 64 0 128' tex="[auto]"} west:f = {v='-64 0 0 -64 0 128 -64 128 0' tex="[auto]" m="1"} north:f = {v= '0 64 0 0 64 128 128 64 0' tex="[auto]" m="1"} south:f = {v='0 -64 0 128 -64 0 0 -64 128' tex="[auto]"} up:f = {v= '0 0 64 128 0 64 0 128 64' tex="[auto]"} down:f = {v='0 0 -64 0 128 -64 128 0 -64' tex="[auto]" m="1"} } } poly64:incl = // default 64x64x64 polyhedron for brush entities { poly:p = { east:f = {v='32 -32 -32 32 96 -32 32 -32 96' tex="[auto]"} west:f = {v='-32 -32 -32 -32 -32 96 -32 96 -32' tex="[auto]" m="1"} north:f = {v='-32 32 -32 -32 32 96 96 32 -32' tex="[auto]" m="1"} south:f = {v='32 -32 -32 160 -32 -32 32 -32 96' tex="[auto]"} up:f = {v='-32 -32 32 96 -32 32 -32 96 32' tex="[auto]"} down:f = {v='-32 -32 -32 -32 96 -32 96 -32 -32' 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$ABABBBBBBBCBCBCBDBDBDBEBEBEB634B235B431F533F1F4F3B1B47371B3F2F173B2B1733 $27132F23132B1F13271B0F23170F1B130B170F0B130F070F0B075F5F6F5B5B675B535F57 $4F5B534B534F474B473F433F3B3B3B3737332F2F2F2B2B2727272323231B1B1B17171713 $13138F77537B6343735B3B674F2FCF974BA77B3B8B672F6F5327EB9F27CB8B23AF771F93 $631B774F175B3B0F3F270B231707A73B2B9F2F23972B1B8B27137F1F0F73170B67170757 $13004B0F00430F003B0F00330B002B0B00230B001B07001307007B5F4B7357436B533F67 $4F3B5F4737574333533F2F4B372B4333273F2F2337271B2F2317271B131F170F170F0B0F $0B076F3B175F3717532F17432B17372313271B0F1B130B0F0B07B35B4FBF7B6FCB9B93D7 $BBB7CBD7DFB3C7D39FB7C387A7B77397A75B879B47778B2F677F17536F134B670F435B0B $3F5307374B072F3F072733001F2B00171F000F1300070B0000008B5757834F4F7B474773 $43436B3B3B6333335B2F2F572B2B4B23233F1F1F331B1B2B13131F0F0F130B0B0B070700 $0000979F7B8F9773878B6B7F8363777B5F7373576B6B4F6363475B5B434F4F3B43433337 $372B2F2F2323231B1717130F0F0B9F4B3F9343378B3B2F7F3727772F236B2B1B63231757 $1F134F1B0F43170B37130B2B0F071F0B071707000B0000000000777BCF6F73C3676BB763 $63A75B5B9B53578F4B4F7F4747733F3F673737572F2F4B27273F231F2F1B1723130F170B $07079BAB7B8F9F6F8797637B8B5773834B6777435F6F3B5767334B5B273F4F1B3743132F $3B0B232F071B23001317000B0F0000FF0023E70F3FD31B53BB275FA72F5F8F335F7B33FF $FFFFFFFFD3FFFFA7FFFF7FFFFF53FFFF27FFEB1FFFD717FFBF0FFFAB07FF9300EF7F00E3 $6B00D35700C74700B73B00AB2B009B1F008F17007F0F007307005F00004700002F00001B $0000EF00003737FFFF00000000FF2B2B231B1B1713130FEB977FC373539F57337B3F1BEB $D3C7C7AB9BA78B77876B579F5B53 } // --- TOOL BARS --- Tool bars.qrk = { Main.toolbar = { Caption = "new files" DockedTo = "topdock" DockPos = '400' Form = "_toolbar_" map:tbbtn = { Typ = "N" // opens a new copy of an object in QuArK Hint[] = "new [::Game] map" Icon = $66600888888811186000444444441191607878704CC411916078787087781191 $6000000058511171087070780383119160877780538311916608780558821191 $6660805888251191666008777777811844444444444878885C7F777CCC487770 $5C77C777CC488880055555555548870666608888888800666666666666666666 Create = "NewMap1" // the button creates a copy of NewMap1:incl } // image:tbbtn = { // Typ = "N" // Hint = "new .pcx image (you cannot edit it yet)" // Icon = $66000000000000066687777777775506668FFFFFFFFFF506668FF557FFFFF706 // $668FFF55577FF706668FFFF500F77706668FFFFF00FFF706668FF002200FF706 // $668F5990AA00F706668F5F90AA000706668FF55AAA200506668FFF2BAA270006 // $6685FF222227000666855FFFFFF7860066888888888866056666666666666666 // Create = "NewPcx1" // NewPcx1:incl = // { // New image.pcx = // { // // } // } // } sep1:tbbtn = {Typ="S" Txt = ""} // separator line group:tbbtn = { Typ = "C" // object creation Hint = "new group" Icon = $666008881111111866604441999799916660CCC1101111116660244404555548 $66602C2AA478887866602C4A24787F78666022AC48778878666022CC47888878 $666000407787877866608777777777784448444844487F785C77CF77CC487778 $5CC7C777CC488880055555555548870666608888888800666666666666666666 Create = "NewGroup" NewGroup:incl = { Group.qrk = { } } } } Map.toolbar = { Caption = "menu bar" DockedTo = "topdock" DockPos = '32' Form = "_menubar_" New = "NewMap1" // Default object created when choosing "File/New" in the Map window viewmenu:tbbtn = { Typ = "*" // "*" means menu Cap = " &View " view1:tbbtn = { Cap = "Show whole level" Typ = "R" // Radio button (for setting one of mutually exclusive setup options) Path = "Map:Options:ShowWholeLevel" Clear = "GrayOutOfView" $0D "HideOutOfView" $0D "Textured" } view2:tbbtn = { Cap = "Gray out of view" Typ = "R" Path = "Map:Options:GrayOutOfView" Clear = "ShowWholeLevel" $0D "HideOutOfView" $0D "Textured" } view3:tbbtn = { Cap = "Hide out of view" Typ = "R" // Radio button (for setting one of mutually exclusive setup options) Path = "Map:Options:HideOutOfView" Clear = "ShowWholeLevel" $0D "GrayOutOfView" $0D "Textured" } view4:tbbtn = { Cap = "Textured view" Typ = "X" Path = "Map:Options:Textured" //Clear = "ShowWholeLevel" $0D "GrayOutOfView" $0D "HideOutOfView" Shortcut = "Ctrl+T" } } commandsmenu:tbbtn = { Typ = "*" Cap = " &Commands " insert:tbbtn = { Cap = "Insert map item..." Typ = "T" // toolbox ToolBox = "New map items..." Shortcut = "Ins" } sep1:tbbtn = {Typ="S" Txt = ""} tex:tbbtn = { Cap = "Select texture..." Typ = "M" Msg = "TEX" } mov:tbbtn = { Cap = "Movements..." Typ = "M" Msg = "MOV" } sep2:tbbtn = {Typ="S" Txt = ""} subp:tbbtn = { Cap = "Subtract polyhedrons" Typ = "M" Msg = "SUBP" } intr:tbbtn = { Cap = "Intersect polyhedrons" Typ = "M" Msg = "INTR" } makr:tbbtn = { Cap = "Make room in polyhedrons" Typ = "M" Msg = "MAKR" } } optionsmenu:tbbtn = { Typ = "*" // "*" means menu Cap = " &Options " delfaces:tbbtn = { Cap = "Delete unused faces" Typ = "X" // Check boX Path = "Map:Options:DeleteFaces" } sep1:tbbtn = {Typ="S" Txt = ""} cfg:tbbtn = { Typ = "M" Cap = "&Configuration..." Msg = "CFGD" } } quakemenu:tbbtn = { Typ = "*" Cap[] = " &[::Game] " go:tbbtn = { Cap[] = "&GO ! (full build + [::Game])" Typ = "+" // macro cmd:macro = {Typ="M" Msg="QTEX"} // write textures cmd:macro = {Typ="M" Msg="WRMP"} // write .map file cmd:macro = {;copy="QBSPBuild"} // do the QBSPBuild:incl command (below) cmd:macro = {;copy="VISBuild"} // do the VISBuild:incl command (below) cmd:macro = {;copy="LIGHTBuild"} // do the LIGHTBuild:incl command (below) cmd:macro = {;incl="RunGame1"} // do the RunGame1:incl command (below) } quickgo:tbbtn = { Cap[] = "Quic&kGO ! (no VIS, fast LIGHT)" Typ = "+" // macro cmd:macro = {Typ="M" Msg="QTEX"} // write textures cmd:macro = {Typ="M" Msg="WRMP"} // write .map file cmd:macro = {;copy="QBSPBuild"} // do the QBSPBuild:incl command (below) cmd:macro = {;copy="FastLIGHTBuild"} // do the FastLIGHTBuild:incl command (below) cmd:macro = {;incl="RunGame1"} // do the RunGame1:incl command (below) } sep1:tbbtn = {Typ="S" Txt = ""} tex1:tbbtn = { Cap = "&Prepare used textures" Typ = "M" Msg = "QTXD" } build:tbbtn = { Cap = "&Complete rebuild" Typ = "+" // macro cmd:macro = {Typ="M" Msg="WRMP"} // write .map file cmd:macro = {;copy="QBSPBuild"} // do the QBSPBuild:incl command (below) cmd:macro = {;copy="VISBuild"} // do the VISBuild:incl command (below) cmd:macro = {;copy="LIGHTBuild"} // do the LIGHTBuild:incl command (below) } run:tbbtn = { Cap[] = "&Run [::Game]" ;incl = "RunGame1" } sep2:tbbtn = {Typ="S" Txt = ""} bsp1:tbbtn = { Cap = "&QBSP (.bsp file creation)" Typ = "+" cmd:macro = {Typ="M" Msg="WRMP"} // write .map file cmd:macro = {;copy="QBSPBuild"} // do the QBSPBuild:incl commands (below) } vis1:tbbtn = { Cap = "&VIS (visibility list)" ;copy = "VISBuild" } light1:tbbtn = { Cap = "&LIGHT (light projection)" ;copy = "LIGHTBuild" } sep3:tbbtn = {Typ="S" Txt = ""} ents:tbbtn = { Cap = "QBSP - only &entities" Typ = "+" cmd:macro = {Typ="M" Msg="WRMP"} // write .map file cmd:macro = {;copy="EntsQBSPBuild"} // do the EntsQBSPBuild:incl commands (below) } } } Map.toolbar = { Caption = "buttons" DockedTo = "DockLU" DockPos = '0' DockRow = '1' Form = "_toolbar_" cube:tbbtn = { Typ = "C" // object creation Hint = "new cube" Icon = $AAAAAAA1011AAAAAAAAA118F8F711AAAAA117FFF8FFFF81A18FFFFFF8FFFFFF0 $8FFFFFFF8FFFFFF88FFFFFFF8FFFFFF88FFFFFFF8FFFFFF88FFFFFFF8FFFFFF8 $8FFFFFFF07FFFFF88FFFF888F787FFF88F788FFFFFF788F8087FFFFFFFFFFF80 $A18FFFFFFFFF811AAAA117FFF781AAAAAAAAA11811AAAAAAAAAAAAAAAAAAAAAA Create = "defpoly" // the button creates a copy of defpoly:incl (see above) // New.qrk = // { // the button creates a copy of this // poly:p = // { // east:f = {v= '64 0 0 64 128 0 64 0 128' tex[][]="[<[::DefaultTexture]>]"} // west:f = {v='-64 0 0 -64 0 128 -64 128 0' tex[][]="[<[::DefaultTexture]>]" m="1"} // north:f = {v= '0 64 0 0 64 128 128 64 0' tex[][]="[<[::DefaultTexture]>]" m="1"} // south:f = {v='0 -64 0 128 -64 0 0 -64 128' tex[][]="[<[::DefaultTexture]>]"} // up:f = {v= '0 0 64 128 0 64 0 128 64' tex[][]="[<[::DefaultTexture]>]"} // down:f = {v='0 0 -64 0 128 -64 128 0 -64' tex[][]="[<[::DefaultTexture]>]" m="1"} // } // } } newitems:tbbtn = { Typ = "T" // toolbox Hint = "new item" ToolBox = "New map items..." Icon = $9999999999999999900000000000000988888888888888098FB7B7B7B7B7B809 $8F7B7B7B7B7B78098FB7B7B7B7B7B8098F7B7B7B7B7B78098FB7B7B7B7B7B809 $8F7B7B7B7B7B78098FB7B7B7B7B8B88B8FFFFFFFF8B8B8BB87B7B7B7888BBB88 $987B7B780BBBBBBB998888899B8BBB889999999998B8B8B8999999999B88B8BB } trash:tbbtn = { Typ = "M" // message (internal action) Msg = "DEL" // DELete (see TECHINFO.TXT for a list of possible values Hint = "delete item" Icon = $9999999900009999999999007788099999990077778809999900772777880999 $9987722227888099998727272788809998772777778880999872227227888099 $98772772278888099877722FFFF8880987777FF8777FF809877FF0887777FF09 $8FF8808777FF889988FF8077FF8899999988F8FF889999999999888899999999 } sep1:tbbtn = {Typ="S" Txt = ""} // separator line undo:tbbtn = { Typ = "M" Msg = "MURD" Hint = "multiple undo/redo" Icon = $777777777777777700000000000007770FAAAAAAAAAAA0770FAAAAAAAAAAAA07 $0FFFFFFFFFFFFAA20222222222222FA07777770AA07772F0777770AAA0000A20 $77770AAAAAAAAAA07770FAAAAAAAAF0777770FAAAAFF0077777770FAA0007777 $7777770FF0777777777777700077777777777777777777777777777777777777 } textures:tbbtn = { Typ = "M" Msg = "TEX" Hint = "choose texture" Icon = $DD0000000000000DDD8777777777770DDD8FFFFFFFFFF70DDD8FF7777777F70D $DD8F13030117F70DDD8F33313117F70DDD8F13133117F70DDD8F00000007F70D $DD8F01001117F70DDD8F11101017F70DDD8F1010011FF70DDD8FFFFFFFF0000D $DD8FFFFFFFF7F8DDDD8FFFFFFFF78DDDDD8888888888DDDDDDDDDDDDDDDDDDDD } movement:tbbtn = { Typ = "M" Msg = "MOV" Hint = "movement tool palette" IconW = '17' // icon width, default 16 Icon = $AAAAAAAA0AAAAAAAA0000000AAAAAAA010AAAAAAA0000000AAAAAA09910AAAAAA0000000AAAAA0999910AAAAA0000000AAAA099999910AAAA0 $000000AAA00909990900AAA0000000AAA09909990910AAA0000000AA0990099900910AA0000000A099999999999910A00000000F9999999999 $999100000000A0F9900999009990A0000000AA0F99099909990AA0000000AAA0F909990990AAA0000000AAA00909990900AAA0000000AAAA0F $9999990AAAA0000000AAAAA0F99990AAAAA0000000AAAAAA0F990AAAAAA0000000AAAAAAA0F0AAAAAAA0000000AAAAAAAA0AAAAAAAA0000000 } sep2:tbbtn = {Typ="S" Txt = ""} // separator line lock:tbbtn = { Typ = "X" // configuration checkbox Path = "Map:Options:PagesLocked" Hint = "lock the multiple-page panel below (no automatic switching)" Icon = $DD0000000000DDDDDD0888888880DDDDDD0B33333380DDDDDD0B3B33B380DDDD $DD0B33333380DDDDDD0B33333380DDDDDD0FBBBB8880DDDDDDD00000770DDDDD $DDDDDDD07780000DDDDDDDD07780770DDDDDDDD07780770DDDDDDDD07780770D $DDDDDDD0F778770DDDDDDDDD0F7770DDDDDDDDDDD0000DDDDDDDDDDDDDDDDDDD IconDown = $DD0000000000DDDDDD0888888880DDDDDD0B33333380DDDDDD0B3B33B380DDDD $DD0B33333380DDDDDD0B33333380DDDDDD0FBBBB8880DDDDDDD07800770DDDDD $DD0780DD0780DDDDDD0780DD0780DDDDDD0770DD0780DDDDDD0777807780DDDD $DD0F77777770DDDDDDD0F777770DDDDDDDDD000000DDDDDDDDDDDDDDDDDDDDDD } 3D:tbbtn = { Typ = "M" Msg = "3DED" Hint = "open 3DFX viewer" Cap = "3D" } group:tbbtn = { Typ = "C" // object creation Hint = "new group" Icon = $99900000000000009988888888888800998FB7B7B7B7B80098FB7B7B7B7B7080 $98F7B7B7B7B780808F7B7B7B7B7B00808FFFFFFFFFF800808888888888888080 $90FFFFF07777708090FFFFF00777708090FFF00AA007708090F00AAAAAA00089 $900AAAAAAAAAA0999900AAAAAAA00999999900AAA00999999999990009999999 Create = "group" // the button creates a copy of group:incl group:incl = { new group:g = { } } } } tb Texture Browser....toolbar = { Caption = "folders" DockedTo = "topdock" DockPos = '32' Form = "_toolbar_" txlist:tbbtn = { Typ = "C" // create an object Hint = "new texture list" Icon = $666666666666666602220222088811188AA32AAA214411912322232203141191 $8A23332A27381191832BAA3A2338117123322332073811918AA32AAA23381191 $0888188827381191637772777337119166388828883F7118444644444448FF78 $5C7F7777CC48F7785C77C777CC48888005555555554887066660888888880066 Create = "NewTxList" // the button creates a copy of NewTxList:incl NewTxList:incl = { Texture list.txlist = {} // empty texture list } } import1:tbbtn = { Typ = "M" Msg = "TXLI" Hint = "make links for a folder of Quake 2 / Heretic II textures (.wal and .m8)" Icon = $66666660066666666666600B3006666666600BB733300666600B700733333006 $0B700907333333300B0999073333333060099907333333306609990733333330 $6609990773333330660FF99007B33330666009999007B330BF66009999007B00 $6666660000060006666F66666666666666B666F666F66666666666B6666B6666 } search1:tbbtn = { Typ = "P" Cap = "Search" Code = "import plugins.tex_search; plugins.tex_search.openbox()" Icon = $A88888AAAAA88888000008AAAA000008070008AAAA07000807000888A807 $00080000000800000008A070000007000008007000700700000800700070 $0700000AA0000000000000AAAA07000807000AAAAA00000A00000AAAAAA0 $008AA0008AAAAAA0708AA0708AAAAAA000AAA000AAAAAAAAAAAAAAAAAAAA } } tb New Files....toolbar = { Caption = "new files" DockedTo = "topdock" DockRow = '1' Form = "_toolbar_" open:tbbtn = { Cap = " &Copy into main file " Typ = "M" Msg = "OPEN" } new:tbbtn = { Cap = " &Open in new window " Typ = "M" Msg = "OPNW" } } Image.toolbar = { Caption = "image" DockedTo = "topdock" DockPos = '32' Form = "_toolbar_" extedit:tbbtn = { Typ = "M" Hint = "call external editor" Msg = "EXTE" Icon = $6677777777777776600000000000007660FFFFFFFFFFF07660FFFFFFFFFFF07660F7 $F33FFFFFF07660FFF3333FF7F07660F7F333118FF07660FFFF331118807660FFFF91 $1111807760FF7FF91111107760FFFFFF9111117660FF877FF911111660FFFFFFFF91 $111160F777787F79111660FFFFFFFF7F911660FFFFFFFF7069666000000000066666 } pal:tbbtn = { Typ = "M" Hint = "view image palette" Msg = "VPAL" IconW = '17' Icon = $FFFFFFFFFFFFFFFFF000000000000000000000000000000005550EEE066602220000000005550EEE0666022200 $00000005550EEE06660222000000000000000000000000000000000CCC099907770BBB000000000CCC09990777 $0BBB000000000CCC099907770BBB00000000000000000000000000000000044401110888033300000000044401 $110888033300000000044401110888033300000000000000000000000000000000FFFFFFFFFFFFFFFFF0000000 } } Texture list.toolbar = { Caption = "texture list" DockedTo = "topdock" DockPos = '32' Form = "_toolbar_" newtex:tbbtn = { Typ = "C" Hint = "new texture (Quake 1)" Icon = $D00000000000000DD78888888888880DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80D $D7FFF0F0FF0FF80DD7FF0F0FFF0FF80DD7FF0FF0FF0FF80DD7FF0FF0F00FF80D $D7FFF00FFF0FF80DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80DD7FFFFFFFFF0000D $D7FFFFFFFFF8F7DDD7FFFFFFFFF87DDDD77777777777DDDDDDDDDDDDDDDDDDDD Create = "NewTexture" NewTexture:incl = { texture.wad_d = { ;incl="EmptyTexture" } } } newtex:tbbtn = { Typ = "C" Hint = "new texture (Quake 2)" Icon = $D00000000000000DD78888888888880DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80D $D7FF0F0F000FF80DD7F0F0FFF0FFF80DD7F0FF0FFF0FF80DD7F0FF0F0F0FF80D $D7FF00FFF0FFF80DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80DD7FFFFFFFFF0000D $D7FFFFFFFFF8F7DDD7FFFFFFFFF87DDDD77777777777DDDDDDDDDDDDDDDDDDDD Create = "NewTexture" NewTexture:incl = { texture.wal = { ;incl="EmptyTexture" } } } newtex:tbbtn = { Typ = "C" Hint = "new texture (Heretic II)" Icon = $D00000000000000DD78888888888880DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80D $D70FF0F0FF00070DD70FF0F0FF0FF80DD70000F00FF0F80DD70FF0FFFFFF070D $D70FF0FFFF00F80DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80DD7FFFFFFFFF0000D $D7FFFFFFFFF8F7DDD7FFFFFFFFF87DDDD77777777777DDDDDDDDDDDDDDDDDDDD Create = "NewTexture" NewTexture:incl = { texture.m8 = { ;incl="EmptyTexture" } } } newtex:tbbtn = { Typ = "C" Hint = "new texture (Sin)" Icon = $D00000000000000DD78888888888880DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80D $D7F000FF0F0F070DD7FFFF0F0F0F070DD7FF00FF0F00F80DD7F0FFFFFFFFF80D $D7FF000F0FFFF80DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80DD7FFFFFFFFF0000D $D7FFFFFFFFF8F7DDD7FFFFFFFFF87DDDD77777777777DDDDDDDDDDDDDDDDDDDD Create = "NewTexture" NewTexture:incl = { texture.swl = { ;incl="EmptyTexture" } } } newtex:tbbtn = { Typ = "C" Hint = "new texture (Half-Life)" Icon = $D00000000000000DD78888888888880DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80D $D7FF0FF0F000F80DD7FF0FF0F0FFF80DD7FF0000F0FFF80DD7FF0FF0F0FFF80D $D7FF0FF0F0FFF80DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80DD7FFFFFFFFF0000D $D7FFFFFFFFF8F7DDD7FFFFFFFFF87DDDD77777777777DDDDDDDDDDDDDDDDDDDD Create = "NewTexture" NewTexture:incl = { texture.wad3_C = { ;incl="EmptyTexture" } } } newtex:tbbtn = { Typ = "C" Hint = "new TGA texture (Quake 3)" Icon = $D00000000000000DD78888888888880DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80D $D7FFF0F0F00FF80DD7FF0F0FFFF0F80DD7FF0FF0FF0FF80DD7FF0FF0FFF0F80D $D7FFF00FF00FF80DD7FFFFFFFFFFF80DD7FFFFFFFFFFF80DD7FFFFFFFFF0000D $D7FFFFFFFFF8F7DDD7FFFFFFFFF87DDDD77777777777DDDDDDDDDDDDDDDDDDDD Create = "NewTexture" NewTexture:incl = { texture.tga = { ;incl="EmptyImage" } } } } Texture.toolbar = { Caption = "texture" DockedTo = "topdock" DockPos = '32' Form = "_toolbar_" extedit:tbbtn = { Typ = "M" Hint = "call external editor" Msg = "EXTE" Icon = $6677777777777776600000000000007660FFFFFFFFFFF07660FFFFFFFFFFF07660F7 $F33FFFFFF07660FFF3333FF7F07660F7F333118FF07660FFFF331118807660FFFF91 $1111807760FF7FF91111107760FFFFFF9111117660FF877FF911111660FFFFFFFF91 $111160F777787F79111660FFFFFFFF7F911660FFFFFFFF7069666000000000066666 } pal:tbbtn = { Typ = "M" Hint[]= "view [::Game] palette" Msg = "VPAL" IconW = '17' Icon = $FFFFFFFFFFFFFFFFF000000000000000000000000000000005550EEE066602220000000005550EEE0666022200 $00000005550EEE06660222000000000000000000000000000000000CCC099907770BBB000000000CCC09990777 $0BBB000000000CCC099907770BBB00000000000000000000000000000000044401110888033300000000044401 $110888033300000000044401110888033300000000000000000000000000000000FFFFFFFFFFFFFFFFF0000000 } resize:tbbtn = { Typ = "M" Hint[]= "resize texture" Msg = "RSZT" Icon = $6666006600666666660066006616666600660066199166666600661999996666 $0066191999991666661999199999166661999991991191660699999111999966 $0619991199999916606911999999916660619999999166666606999991666666 $0606199166666666066061666666666660606666666666666066666666666666 } } Pak.toolbar = { Caption = "pak" DockedTo = "topdock" DockPos = '32' Form = "_toolbar_" extract:tbbtn = { Typ = "M" Msg = "PAKX" Hint = "extract the whole folder to disk" IconW = '20' Icon = $66666666600666666666000066666660022006666666000066666002AA22200666660000666004CAAA22244006660000 $6602ACCAAA22244220660000660AACCAAA22244220660000660AACCAAA22244220660000660AACCAAA22244220660000 $660AACCAAF02244220660000660AACCFFA02244220660000660AAFFAA0B0222220660000660AAA2200A0222220660000 $660A2200EEEE0022206600006022000A6666600022060000600066666666666600060000006666666666666666000000 } extract:tbbtn = { Typ = "M" Msg = "PAKE" Hint = "extract entity lumps to disk" IconW = '20' Icon = $66666666600666666666000066666660022006666666000066666002AA22200666660000666004CAAA22244006660000 $6602ACCAAA22244220660000660AACCAAA22244220660000660AACCAAA22244220660000660AACCAAA22244220660000 $660AACCAAF02244220660000660AACCFFA02244220660000660AAFFAA0B0222220660000660AAA2200A0222220660000 $660A2200EEEE0022206600006022000A6666600022060000600066666666666600060000006666666666666666000000 } folder:tbbtn = { Typ = "C" Hint = "new folder for these files" Icon = $666660000066666666660232AA20666660003332ABA0206602303332ABB0FA06 $03303332ABB0FBA003303332AAB0FBB0033033222AA0FBB0033022AAA220FBB0 $0322022AA2022AA002AA2022002AA2A00AAAA20022AAAA20602A0022002A2006 $66002AAAA20006666666002A2006666666666600066666666666666666666666 Create = "NewFolder" NewFolder:incl = { folder.pakfolder = { } } } } QuakeC.toolbar = { Caption = "QuakeC" DockedTo = "topdock" DockPos = '32' Form = "_toolbar_" compile:tbbtn = { Typ = "M" Msg = "QCC1" Hint = "compile this QuakeC patch" IconW = '18' Icon = $707707707707707707000000707070707070707070000000707070707070707070000000707070707070707070000000707707707707 $707707000000777777777777777777000000777777777777777777000000777777777777777007000000700000000007770000000000 $0BFBFBFBFBF07000000000000FBFBFBFBFB07770070000000BFBFBFBFBF07770070000000FBFBFBFBFB07780070000000BFBFBFBFBF0 $7000870000000FBFBFBFBFB070087700000000000BFBFBF07777770000000FBFB0000007777777000000700007777777777777000000 } execute:tbbtn = { Typ = "M" Msg = "QCCX" Hint = "compile this QuakeC patch and run it" Icon = $777777877777777777777088777777777777700887777777777770A088777777 $777770AA088777777777707A70887777777770AAAA088777777770A7A7A08877 $777770AAAAAA07777777707A7A707777777770AAAA077777777770A7A0777777 $777770AA07777777777770707777777777777007777777777777707777777777 } } } }