Released: October 9th, 2002
======================================================================
Title                   : Map Converter
Filename                : mapcon.jar
Version                 : 1.3.0

Author                  : Kristian Duske
Net Nick                : SleepwalkR
Email Address           : sleepy@fov120.com
ArghRad WWW             : http://rem.fov120.com/

Description             : Map file converter

Requirements            : Java Runtime Environment 1.3.0 (only tested on 1.4.0, though)
                          * tested on Windows 2000
													* tested on Linux 2.4.4

Acknowledgments         : kanaeda for beta testing and input
                          headshot for beta testing
                          Aardappel for beta testing
                          Lunaran for beta testing
                          SpoG for input
                          Maddes for input
                          sting for helping with bugs
                          QBoard / QMap gang
													Tigger-On for input
                          #tf gang

======================================================================
* Overview *

Brief listing of options.  See manual below for full details.

Command Line Options
--------------------
Modes:
   -q1                 : convert Quake2 map file to Quake1 map file
   -q2                 : convert Quake1 map file to Quake2 map file

Quake1 Switches:
   -hint               : remove all hint brushes from map file before converting
   -skip               : remove all skip brushes from map file before converting
   -portals            : remove all area portals from map file before converting
   -chars              : convert "%" and "#" characters to "*" characters in texture names
	 -groups             : resolve func_groups (move them from func_group entities to worldspawn)

Quake2 Switches:
   -addpath <path>     : precede all texture names with <path>
	 -wadinfo            : remove "wad" key from worldspawn
	 
======================================================================
* Manual *

What it's used for
------------------

This program was written with one intention: being able to edit Quake1 
maps in Radiant.
Radiant does not support Quake1 editing natively. There is supposed 
to be a plugin, but the development of this plugin seems to be on hold, 
so I decided to write this little program.

This manual might be a bit outdated, esp. if you want to use GTKRadiant
to edit your maps.

Java
----
You need a properly setup JRE to run this program. Get the current JRE
from Sun at http://java.sun.com/j2se/downloads.html and install it.
Add <path to jre>\bin to your PATH environment variable.

How it works
------------
The usage of the program is pretty easy. Just launch it with the 
following parameters:

   java -jar mapcon.jar <Mode> <Switches> <Source Map File> <Target Map File>
   
The source and target map file can be identical. The source file will be 
overwritten in that case.

How to edit Quake1 maps in QERadiant
------------------------------------
1. Get Radiant
   Get the latest version of QERadiant here:
   
      http://www.qeradiant.com/
   
   Install it and get used to the interface. This might take a while, as 
   Radiant is quite different from other editors like Worldcraft or Qoole.
   It might be a bit easier to get used to it for BSP users.
   A good tip is to customize your keyboard shortcuts. I have included my 
   keyboard shortcut config in this package, as it is very easy to edit and 
   adapt.
   To use this configuration instead of the original Radiant configuration, copy
   the file "mycfg.ini" to your Radiant program dir.
   Then, in Edit -> Preferences, enter the path in the field labelled "User INI path".
   It should look something like this:

      User INI path: C:\PROGRA~1\Radiant\mycfg.ini
      
   Restart Radiant. After that, you should be able to use Radiant with my keyboard 
   config. If you want to change the config, open the file "mycfg.ini" and change
   the appropriate commands. It's quite easy to grasp the syntax of this file.

2. Entities
   The first thing you need to do is to copy the enclosed Quake1 entity file
   ("quake1.def") to your radiant program dir.
   Then go to File -> Project Settings, and enter the path to this 
   entity file in the field labelled "entitypath".
   It should look something like this:

      entitypath: C:\PROGRA~1\Radiant\quake1.def
   
   Restart Radiant. Now you should be able to drop all your Quake1 entities with
	 a rightclick.

3. Textures
   This is a bit tricky. First, you need Wally, a superb texture editing tool.
   Get Wally here:
   
      http://home.telefragged.com/wally/
   
   After you have downloaded and installed Wally, you can open your wad file
   with it. In the upcoming texture list, select all textures and rightclick
   them. In the popup menu, choose "Export...".
   Select "Quake2 Texture (*.wal)" in the "Output Format" dropdown list.
   Enter a subdirectory under your project textures directory, for example:
   
      Output Directory: c:\quake2\myproject\textures\myq1wad
   
   Mind you, the path informations will be removed from the map file later on, 
   so it doesn't really matter where you put your textures.
   Then, in your Radiant project settings, enter the full texture path in the 
   "texturepath" field:
   
      texturepath: C:\Quake2\myproject\Textures\myq1wad
   
   Restart Radiant. After the restart, you should be able to select your 
   Quake1 textures from the "Textures" menu.
   
4. Converting and Compiling
   Now you can edit away with Radiant. When you need to compile your map, 
   you just have to set up a batch file (everyone uses batch files for 
   compilation, right?) and add the converter to it. Do not use the 
   "bsp" menu in Radiant, as it uses an internal qbsp3, which won't work 
   with your Quake1 map.
   Add the converter before your call to qbsp. It should look something like 
   this:

      java -jar mapcon.jar -hint -skip -portals mymap.map mymap.map
      qbsp.exe mymap.map
      qvis.exe mymap.bsp
      light.exe mymap.bsp
      
   You can also simply compile your map without the map converter to check out the 
   architecture in Quake2, if you want to. There's no problem in doing that, as 
   long as you have your textures in a subdirectory of \quake2\baseq2\textures as 
   well, so that Quake2 can find them.
   
   I think that's it for now. If I missed something, or if you run into problems, 
   feel free to email me.
   

======================================================================
* Useful Tools *

1. TexMex 2.9 or later by Mike Jackman <mickey@planetquake.com>
   http://www.planetquake.com/texmex/
2. Wally 1.48b or later by Ty Matthews <mailto:ty@wwa.com> and 
   Neil White <nwhite@softblox.com>
   http://home.telefragged.com/wally/
3. TreeQBSP 1.63 or later by Greg "Tree" Lewis <tree@yossman.net>
   http://www.yossman.net/~tree/
4. TyrLite 0.3 or later by Kevin "Tyrann" Shanahan <tyrann@planetquake.com>
   http://www.planetquake.com/tyrann/
   TyrLite supports almost all features of ArghLite
   (no antilights and spotlights with yaw/pitch)
5. ArghLite 2.0 or later by Tim "Argh!" Wright <argh@ntplx.net>
   ftp://ftp.cdrom.com/pub/quake/utils/level_edit/bsp_builders/
   Argh's homepage at http://www.planetquake.com/arghrad/
6. RVISPlus or later by Kevin "Tyrann" Shanahan <tyrann@planetquake.com>
   http://www.planetquake.com/tyrann/

This list was provided by Matthias 'Maddes' Buecher 
<matthias.buecher@ruhr-uni-bochum.de>


======================================================================
* Version History *

Version 1.3.0 <09/10/2002>: Complete rewrite + new features
Version 1.2.1 <11/05/2000>: Bugfix
Version 1.2.1 <07/05/2000>: Bugfix
Version 1.2.0 <08/02/2000>: Quake1 > Quake2 conversion support
Version 1.1.0 <04/01/2000>: Character conversion support
Version 1.0.0 <21/11/1999>: Initial Release

======================================================================
* Copyright / Permissions *

You MAY distribute this jar, provided you include this file, with no
modifications.  You may distribute this file in any electronic format
(BBS, Diskette, CD, etc.) as long as you include this file intact.

* Disclaimer *

Usage of Map Converter is at your own risk.  I accept NO responsibility
for any form of damage incurred through the usage of this program.

