THE MH UNOFFICIAL 2009 ID1 LIT FILE PACK
========================================

This pack contains updated LIT files for use with the *original* Quake game from ID software.  These contain
coloured light information to enable most modified Quake engines to display the classic Quake levels with
coloured lighting.  THIS VERSION OF THE PACK SUPERSEDES ALL PRIOR VERSIONS AS OF FRIDAY 15TH MAY 2009.  Prior
versions contained a number of bugs where certain surfaces in the maps would not be lit correctly; these bugs
have now all been resolved.  Additionally, the program has been completely rewritten to ensure more accurate
and realistic placing of colour sources, compatibility with all maps and mods (some small exceptions), PAK
file compatibility, custom palette compatibility, proper colouring of torches, better performance, and a
host of other fixes and improvements.

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Assuming that you have downloaded the pack and are reading this, here's a (hopefully) newbie-friendly guide to
using it.  For "directory" in these instructions you can freely substitute "folder" if you're more comfortable
with Windows terminology.

1) Locate your Quake directory.
Depending on how or where you installed Quake, this may be in any one of a number of locations.  If you're
unsure, use the Search facility in your PC's Operating System to find it.

2) Open the ID1 directory.
This should always be present under your Quake directory; if you can't find it you're either looking in the
wrong place or you have Quake installed incorrectly.

3) Create a maps directory.
If there's already one there, you can skip this step, otherwise you should create one.  It *MUST* be called "maps"
(without quotes, case doesn't matter).

4) Copy in the LIT files.
Open the "lits" directory from the extracted archive.  You should see 38 files, all ending in ".lit" - Select All,
Copy, switch back to the "maps" directory created at step 3, and Paste.

5) Run Quake in your favourite engine.
Check that the engine supports LIT files first.  There may be extra steps required to enable use of LITs, so
consult the engine's documentation.

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SOURCE CODE AND EXECUTABLE
==========================
For this section I'm dropping off on the newbie-friendliness a bit...

The full WinMHColour2009 source code and executable are provided as part of this distribution, so you can also
light other maps you have if you wish.  I recommend that you leave the maps under your Quake directory tree
while lighting them; that way the program can pick up other info it needs, such as the Quake palette, the MDL
files, the PROGS.DAT and so on.

I don't recommend that you mess too much with the source code - a lot of the lighting stuff in it has been very
finely balanced over time, and it's surprisingly easy to throw things off kilter.  However, it is GPL, so you're
free to do what you want if you want.

The executable is a fully-fledged Windows application (it's even set up for XP themes!) so you don't need to fool
around with command-line stuff.  It's relatively straightforward (and hopefully self-explanatory) to use, although
I can't promise 100% stability under all circumstances.

EXCEPTIONS, INCOMPATIBILITIES, BUGS, QUIRKS, ETC
================================================
This section lists areas where the program may not work as correctly as may be expected.

Hipnotic rotating brushes are fucked.  I haven't investigated why in any great detail, but they just do not
colour at all.

If a platform or door is moved to a new location in it's spawn function, it will be lit as if it was in it's
original location in the map.  This is a Quirk of all Quake lighting, but the addition of colour makes it
especially noticeable.  It's not such a big deal in ID1, but I can't make any guarantees or promises for mods.

Information in the textures contained within the BSP is used to generate the colour sources.  As such, the
end result is heavily dependent on these textures.  If you are using an external high-res texture pack that
doesn't faithfully mimic the ID1 look, things may look wrong.  If you colour a BSP that has weird custom
textures, strange things might happen.  Some custom textures were only ever tested on the old GLQuakes, and
so might contain colours from the fullbright range of the Quake palette.  These colours are *critical* for this
program, and WILL BE USED to generate colour sources.

Vispatched maps may or may not work; I haven't tested them, but common-sense tells me that the vispatching
process should not interfere with the light data.

Rebuilds of the GPL map source releases will probably not work - you will need to rebuild the LITs also (this
takes on average 10 seconds per map, and the program will allow you to do them all in a single operation).

If your chosen engine does not validate the LIT file during loading (e.g. by checking that the light data size
in it is 3 x the light data size in the BSP) IT MAY CRASH.

EVERY EFFORT HAS BEEN MADE TO ENSURE THE BEST APPEARANCE AND COMPATIBILITY WITH ID1 MAPS AS RELEASED WITH THE
ORIGINAL GAME.  I CANNOT MAKE ANY GUARANTEES OR PROMISES ABOUT WHAT A MOD MIGHT DO.

LEGAL LICENSING ETC
===================
Neither this program nor this pack are endorsed or recognised in any way shape or form by ID software.  NO
WARRANTIES - use at your own risk.  The LITs are freely redistributable in perpetuity, and are covered by NO
COPYRIGHT, COPYLEFT, COPYMIDDLE OR ANY OTHER RESTRICTIONS OR OBLIGATIONS WHATSOEVER.  The program and it's
associated source code are however covered by the GNU GPL VERSION 2 (see "gpl.txt"), and the terms in that
license apply.  This ensures that even if availability of the LITs is abused, you will always be able to
regenerate them yourself using the program.


