=======================================================================
Title                   : The Bright Building - source .BMP/.BAT
Filenames               : *.BMP, *.BAT, *.MAP, *.EN1

Author                  : Jack Perdue (aka Silicon Slick)
Email Address           : jkp2866@cs.tamu.edu
Date                    : August 23rd, 1997

Description             : Building blocks  for a very large (32+ player)
                        : Quake CTF level based upon the H.R."Bum" Bright
                        : Building, home of the Computer Science
                        : department at Texas A&M University

Homepage                : http://www.cs.tamu.edu/people/jkp2866/BrightCTF/

Additional Credits to   : see the Credits page on the homepage
=======================================================================

* Installation Instructions *

These are the misc. files I used while creating BB32CTF0.
Hopefully, I've included all of them.  At the very least,
you will need to download BMP2MAP (there should be a link
on the home page) and place BMP2MAP in the same subdirectory
as the files from this .ZIP.  If you download BB32MAP0.ZIP it will
give you an idea of what the completed .MAP looks like (in addition
to providing the .WAD used for the textures).

You will want to install the files in this .ZIP in a subdirectory
directly below the subdirectory you've installed the BB32MAP0.ZIP
files and the .MAP to .BSP utilities (wQBSP/ARGHLITE/RVIS).

eg:

 in \qtools
           wQBSP, ARGHLITE, RVIS, and the files from BB32MAP0.ZIP
 in \qtools\hrbb                                         ^^^
           BMP2MAP.EXE and the files from BB32BMP0.ZIP
                                              ^^^
Included are:

  BUILDBB.BAT - a DOS batch file that sets up configuration information
                for each floor of the building and then runs BMP2MAP on
                the appropriate floorplan (.BMP).  Output files are named
                BB?.MAP and BB?.EN1, where ? is the floor number.
                Its final step is to run BUILDBB2.

 BUILDBB2.BAT - a DOS batch file that combines the generated pieces
                above with the static files (HRBB*.EN1/.MAP) to
                create BBALL.MAP.  Its final step is to copy the
                created .MAP to the parent subdirectory (..) and
                then run the DOITNOW.BAT file (included w/BB32MAP0.ZIP)
                to create the .BSP for the level.

                Look at the comments in the .BAT files for more details.

  BRIGHT*.BMP - floorplans of floors one through five used to
                generate the .MAP

   HRBBF?.CFG - these are the BMP2MAP .CFG files used to define the
                the textures/coordinates/other stuff used for each
                floor (? = floor)

   COMMON.CFG - BMP2MAP .CFG settings that are common for each floor
                (some settings are overridden by the individual HRBBF?.CFGs)

    HRBB*.MAP - "static" brushes that usually don't change as the .BMPs
                are manipulated.  This includes stairs, ceiling/floors,
                team logos on the walls, arrow textures for the elevator
                shafts and the worldspawn header/tail for the brushes.
                (Basically, stuff I got sick of redoing evertime I
                regenerated the level from .BMPs).

    HRBB*.EN1 - "static" entities (meaning they aren't generated each
                run by BMP2MAP) to include in the .MAP.  HRBBINFO.EN1
                has the player starts, team bases, and intermission
                information.  HRBBPUSH.EN1 has the "push" entities
                for the up elevator shafts.

       RETURN - just has a couple blank lines for feeding the TIME
                command some carriage returns.
  
If you've put all the necessary files in the locations specified above,
and have sufficient Win95 swap space (64-300MB!!! depending upon available
RAM), and I haven't forgotten anything, you should be able to just run
BUILDBB.BAT from the subdirectory it is in and then some 5-50 hours later
(depending upon the speed of your system) you should have the completed
BBALL.BSP (the working name of BB32CTF0.BSP).  [Note: don't try this
on a 486 or slower machine unless you don't need it for a couple
of weeks. 8^) ]

* Author's Notes *

If you haven't already, download BB32CTF0.ZIP for the .BSP and
BB32MAP0.ZIP for the completed .MAP and necessary .WAD.
Most of my thoughts on the level are in .TXT file accompanying BB32CTF0.
Plus, they will give you an idea of what it looks like.

* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels
(in fact this is highly encouraged -- please let me know if you
make a new version of the Bright Building so I can share it with
others that might be interested in it).

You MAY distribute for free the included files provided
you include this file, with no modifications.  However, since the textures
are copyrighted id Software, Dave "Zoid" Kirsch and Brian "Whaleboy" Cozzens
and the original floorplans belong to the TAMU CS CSG/IPS,
YOU MAY NOT SELL THE INCLUDED FILES AT ALL. (period)

* Where to get this Map *

the home page listed above (and maybe cdrom.com)

