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-
-
- ---------
- Q U E S T
- ---------
- 0.2
-
- (C) Copyright 1996
- Chris Carollo
- carollo@cis.ohio-state.edu
-
- A QUake Editing STation.
-
-
- --------
- OVERVIEW
- --------
-
- Quest is my first attempt at writing a multi-purpose editor for the
- DeathMatch Test for Quake. It isn't particularly user-friendly, and
- requres a little knowledge of some of the Quake structures.
-
- First of all, unpack the ID1.PAK file into its respective directories.
- There are plenty of utilities to do this, and I personally don't see PAK
- files hanging around. In my opinion, BSP and MDL files are the files of
- interest.
-
- New with version 0.2, Quest can edit the bitmaps that Quake uses to
- texturemap the levels. Read the new Bitmap Mode section for information
- on how to use this Mode.
-
- With the release of the Unofficial Quake Specs 3.0, true level editing
- seems surprisingly possible (though by no means simple). Because of this,
- I'm starting an almost complete re-write of Quest, with the aim of creating
- a TRUE level editor. So, unless some critical bugs are discovered, 0.2 is
- going to be the last version for a while.
-
- I have yet to decide whether a translation into Windows is in Quest's best
- interest. While the interface would be easy to use, it is not going to
- be quite as customizable as I would like. Opinions? E-mail me. :)
-
-
-
- --------------
- STARTING QUEST
- --------------
-
- Starting Quest is simply a matter of typing "QUEST <bspfile>" where
- <bspfile> is the file you wish to edit. You will then find yourself in
- Main Mode...
-
-
-
- ---------
- MAIN MODE
- ---------
-
- When in Main Mode, you will see a prompt similar to the following:
-
- - test1.bsp >
-
- The leading dash indicates that you are currently in Main Mode, as opposed
- to Item Mode or Bitmap Mode (soon to be added). Following the dash is the
- name of the BSP file that you are currently editing. And finally the >
- finishes the prompt.
-
- Typing "?" or "h" will list the commands available to you:
-
- I Enter Item Mode. See the ITEM MODE section for more info on
- this.
- S Save BSP file As. This command will prompt you for the new
- filename of the BSP file that is currently being edited.
- s Save BSP file. This command simply saves any changes that have
- been made to the BSP file that is currently being edited.
- ! Shell to DOS.
- X Exit from Quest.
-
-
-
- ---------
- ITEM MODE
- ---------
-
- When in Item Mode, you can (surprisingly enough) edit any of the items
- found in the BSP file. There are basically two ways to add objects to the
- BSP file: You can use the limited Add function of Quest, or Merge an item
- text file to the list of objects. The first option is simpler and quicker
- for simple items, but doesn't allow you to define all attributes of the
- objects. The second option allows you complete flexability at the cost of
- having to know how to properly define an object.
-
- Typing "?" or "h" will list the commands available to you:
-
- A Add an item to the BSP file. Quest will prompt you for a
- ClassName, Origin, Angle and Light value. Note that the light
- value does not actually change the lighting of the level. The
- lighting is stored elsewhere in the BSP file, but it is my guess
- that these light objects are used in creating this other
- structure, so I left the ability to change light value in Quest.
- D Dump to an item text file. This will dump all the objects in a
- BSP file to an editable text file. Useful if you want to edit
- this text file and insert it into the BSP file.
- E Edit and item. This option will first prompt you for the object
- number of the item you wish to edit (see the list function).
- It will then ask which attribute of the item you wish to edit,
- and then the new values for the item.
- I Import an item text file. This will replace the current item
- data of a BSP file with the data in the specified item text file.
- L List all the items in a level, and certain attributes of each of
- item. It is not meant to be a complete reference list of
- items, but more for identification purposes.
- M Merge an item text file. This is identical to the Import
- funtion, but adds the items to the current items rather than
- over-writing them.
- R Remove an item. This will first ask for confirmation of your
- intent to remove the item, and then removes it from the level.
- ! Shell to DOS.
- X Return to Main Mode.
-
-
-
- -----------
- BITMAP MODE
- -----------
-
- Bitmap mode allows you to import/export/view any of the bitmaps that Quake
- uses for texturemapping of the levels.
-
- Typing "h" or "?" will list the commands available to you:
-
- L List the bitmaps in the BSP file. This will list the numbers,
- names, and dimensions of all the bitmaps. It is useful because
- most of the other commands require a bitmap number as a
- parameter.
- N Rename the specificed bitmap. It seems that Quake references
- textures by number rather than by name, because the names of the
- textures can be changed without any ill effects in the actual game.
- R Replace the specified bitmap with a PCX. There a few steps you
- must take to properly replace a bitmap in Quake. First, size the
- PCX that you want to import to the size of the bitmap that you
- want to replace. If the sizes are different, Quake will crash.
- (I don't know if this is a bug in Quest, or just a property of
- Quake. If there are other editors out there that let you import
- bitmaps of different sizes, please let me know!). Secondly,
- you have to map the PCX to be imported to Quake's palette. To
- do this, run PALMAP (included with Quest) followed by quake.pal
- and then the filename of the PCX to be imported. Then you can
- use this command in Quest to import the texture into Quake.
- V View the specified bitmap. This will switch to 320x200x256 mode
- and draw the specified texture to the screen.
- W Write a bitmap to a PCX. This allows you to save a Quake texture
- as a PCX, which could then possibly be edited and re-imported.
- ! Shell to DOS.
- X Return to Main Mode.
-
-
-
- -------
- CONTACT
- -------
-
- Quest is obviously a very rough editor at this point, but I'm in a
- continuous state of adding new features. There are obviously numerous
- bugs, which I'd like squish, or you you have a complaint, request, or
- whatever...feel free to e-mail me. Here's my contact info:
-
- Chris Carollo
- carollo@cis.ohio-state.edu
- http://www.cis.ohio-state.edu/~carollo
-
-
- Have fun!
-