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- MipView 0.2
- By Mark Johnson (johnsond@admin.fcbe.edu.on.ca)
- Source code available on request
- Copyright 1996, all rights reserved
-
- This program is freeware!
- It may only be distributed electronicaly on a non-profit basis.
- Quake is a TradeMark of id softwear.
-
- This is a small bsp file texture viewer\editor. The zip file should contain
- these files:
- MIPVIEW.BAT <-- Execution file
- GRAPBMP.EXE <-- Mip viewer
- PALETTE.LMP <-- Color palette
- UNBSP02.EXE <-- Texture extracture (courtesy of
- Raphael Quinet and QEU 0.3)
- UNPACK.EXE <-- Quake pack unpacker
- README <-- This file
-
- Before you run MipView 0.2 copy the unpack.exe file to your Quake
- directory and run it, (if you haven't already done so). After unpacking the
- Quake pack file, go to the "maps" directory and rename the file you want to
- edit. After editing, run your new map file instead of the normal test* files.
-
- To run MipView 0.2 just type:
-
- MipView <Quake drive & directory> <bsp filename>
-
- ensure your bsp filename has the .bsp extension on it. Ex:
-
- MipView c:\quake test1.bsp <-- If Quake is on your c: in a "quake"
- directory
-
- MipView d:\games\quake test2.bsp <-- If Quake is on your d: in a
- "games\quake" directory
-
- NOTE: MipView will require about 300K of hardrive space to run.
-
- When MipView has been loaded, youre screen will be in 320x200 256 color mode,
- (mode 13h). On the screen will be the first texture, it's height, width,
- scale, name and index number. To move from texture to texture use the
- < and > keys. To change scales use the / and ' keys. To extract a
- texture into a 256 color bitmap, press `s'. The bitmap will be the first 8
- characters of the texture name with a .bmp extension.
-
- WARNING: certain files will have the same bitmap name when
- extracted and will be overwriten if the name is not changed.
-
- NOTE: An extracted bitmap file, (due to the dark palette), might look black
- in a graphics editor. If you use gamma correction or brightness
- correction, the bitmap can be seen better.
-
- To import a bitmap over a the current index press `l'. The bitmap will have
- to be in your MipView directory. After you've pressed `l', you will be
- prompted for the bitmap name. A preview of the bitmap in the Quake palette
- will be presented. You will be asked if you want to overwrite the current
- texture. If you answer yes the current texture will be over writen by your
- bitmap.
-
- WARNING: changes are permanent. Once you have imported a
- bitmap, it cannot be undone. Remember to back you your BSPs
- constantly.
-
- NOTE: MipView will only accept bitmaps which have the same height and
- width as the texture. As well, it will only afect the scale on
- which you imported it. You will have to make a different bitmap
- for each scale. (Unless you want some neat texture effects)
-
- To enter a small help menu press `h'. When you want to exit press Escape.
- After you exit, the program will update your BSP file.
-
-
- NOTE: MipView 0.2 is still beta. There are still bugs in the program. If
- you find any such bugs please E-mail me. It will lessen the time
- between new and improved versions.
-
- The author claims no responsibility to what this program may do.
-
- ****************************USE AT YOUR OWN RISK******************************
-
-
- For the future....
-
- Animating multi-frame textures(?),
- Inline editing of textures,
- Adding textures.
-
-
- Special thanks to....
-
- Raphael Quinet, for use of the QEU 0.3 source code.
- The writers of the Unofficial Quake Specs.
-
-
- Improvements over version 0.1
-
- Extracting and importing of bitmap files
- Help menu
-