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Qonverge, the universal editor-independent
      compilation interface for Quake
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Qonverge is a package considering of two major utilities:
wconv, a conversion package that allows you to convert Quake WADs for use in Worldcraft 2/3, QERadiant, GtkRadiant, and Q3Radiant, and DuBSP, a BSP compiler that imports a variety of map formats natively.  DuBSP is a variant of TreeQBSP, which means you can expect fast compiles and junk like WaterVis too.


Note that DuBSP also generates a third hull for true onground crouching in engines that support it.  This will not detract from the performance of Quake in the slightest, but it does take up extra space and makes compiles take longer.  If you wish to disable crouching, run DuBSP with the -nocrouch command-line switch.


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INSTRUCTIONS
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[RADIANT]
    Put wconv and q1colors.pal in the same directory as you installed Radiant to.  This usually means the one that has quake2.exe or quake3.exe in it.  In other words, whatever you entered as the installation directory when you installed it is where you put wconv.

{Q3Radiant/GTKRadiant}
   To import textures for use in GTKRadiant or Q3Radiant, run wconv from the command line as follows:
wconv -wad2tga <wadfile>
This will create a folder called "wad2tga_wadname" in baseq3/textures.  To load it, you must go to the Textures menu and select "Directory List...", then select the folder from the list.  If that does not work, go to the Textures menu and select "Load directory..." and load it manually.

DO NOT USE PATCHES IN YOUR MAP OR DUBSP WILL NOT COMPILE IT!


{QERadiant}
   To import textures for use in QERadiant, you must put q2colors.pal in the same folder as wconv and run wconv from the command line as follows:
wconv -wad2wal <wadfile>
This will create a folder with the same name as the WAD in baseq2/textures.  To load it, choose "Load from list..." from the Textures menu and select the texture pack.

When compiling, be sure to use DuBSP, as most QBSP variants are unable to read Radiant's output.  To do this, run DuBSP as follows:
dubsp -q3import <switches> <mapname>

Be forewarned that you MUST list your WAD files in a semicolon-delimited list in the WAD key of worldspawn.

DuBSP should compile your map into a Quake map like any other.  That's all!


[WORLDCRAFT 2/3]
Worldcraft 3 is now freeware, available at:
http://www.valve-erc.com/files/?category=Worldcraft

Unfortunately, those bastards at Valve killed support for Quake in Worldcraft 2 and have left it that way.  A few clever people managed to hack Quake support back into Worldcraft 2 (it only involved changing a few resources in MSVC), but Worldcraft 3 has seen no such progress.

To convert your WADs into WAD3 files that Worldcraft can read, run wconv as follows:
wadconv -wad2hl <wadfile>
That will create a file in the same directory as the WAD file you specify, only with the ".hlwad" extension.  You can then load that file up with Worldcraft (manually type the filename in if you don't want to change the extension) and map with it.

To compile your map, choose "Export to .MAP" from the File menu, then run DuBSP like you would any other compiler.  DuBSP will automatically interpret the texturedefs (allowing rotational texture lock) and WAD data correctly, meaning your map will be compiled from the HL .map to a Q1 .bsp with no extra steps required.


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STUFF TO NOT DO
===============
Don't use patches.  Don't use WADs with over 1024 textures.  Don't use textures bigger than 512x512.  Don't feed wadconv corrupt WADs.


THANKS:
Porn, Id Software for the ugly TGA export code, FlipCode for the WAL specs, Valve for the WAD3 specs, and Vondur for pointing out the idiotic bug in my TGA Y flip routine that resulted in a row of bad pixels in every TGA.  Also, to everyone who pursuaded me to fix rotational texture lock.


And that's all for now.  Source code is included and is GPL'ed.
  ejlasota@acsu.buffalo.edu