
=== Jury-Rigged BJP Tools ===

These tools are modified versions of Bengt Jardrup's Quake Compiler Utilities,
currently considered experimental - handle with care.

This readme covers only newly added features - for information about basic
usage please refer to the readme_TxQBSP.txt and readme_WVis.txt provided with
this package.

Detail- and Hint-Brush code originates from Quest-Ed Tools
by Alexander Malmberg.

Feel free to send any inquiries / bug reports to < rebb@voidspark.net >



--- TxQBSP 1.13 XT ---

Based on TxQBSP 1.13, modified by Bengt Jardrup.
Further modifications by Baker, mh, rebb

New Features :

- rotating brush and improved skip support ( courtesy of mh / Baker )
- support for detail- and hint-brushes
  ( original code by Alexander Malmberg < alexander@malmberg.org > )
- new ( experimental ) compile switches :

  -forcegoodtree

	Forces creation of a "good" BSP Tree in all stages, which can help
	lower	marksurface counts slightly.

  -noclipmerge

	Disables merging of surfaces during clipping-hull creation.

  -splitaxisratio [n]

   Used during BSP heuristic phase.
	Affects placement of bsp splits / portals.
	Suggested values : 1, 2 ( default )

  -normalizesplitbounds

  	Used during BSP heuristic phase.
  	Affects placement of bsp splits / portals.



--- WVis 2.31 XT ---

Based on WVis 2.31, modified by Bengt Jardrup, Willem, Tuna
Modifications by rebb

New Features :

- detail-brush support
  ( original code by Alexander Malmberg < alexander@malmberg.org > )



=== The Friendly Manual ===

--- DETAIL BRUSHES ---

Detail brushes behave like standard brushes, but do not take part in Vis
calculations - which can save a great amount of compile time.
They do currently carve into world geometry.

- USAGE -

Turn brushes into either "am_detail" or "func_detail" brush-entities.

Only brushes which will not have a large impact on the visibility should
be turned into detail-brushes. Things like crates, pipes, barrels, teapots
or bunnies are prime candidates for this.


--- HINT BRUSHES ---

Hint brushes are a special type of brush which allows finer control over
the Vis-Portal placement of a map. By using them it is possible to manually
place vis-portals, which can improve the efficiency of the final visibility
information.

- USAGE -

Apply the "hint" texture to any side of a brush where you want a vis-portal
to be placed.

!!! Important !!!
The remaining sides of the same brush must be textured using the "hintskip"
texture, to avoid unnecessarily placed portals.

Both a "hint" and "hintskip" texture are provided in the hintskip.wad which
comes with this package.

There are various hint-brush related tutorials out there for game-engines
which are very close to Quake. Those largely apply for this implementation
as well.

Here's one :

[ https://developer.valvesoftware.com/wiki/Hint_brush ]



Special thanks to :
	id Software
	Alexander Malmberg
	Forest 'LordHavoc' Hale
	neg 'negke' ke
	

Original TxQBSP by Bengt Jardrup :
[ http://user.tninet.se/~xir870k/ ]
[ http://quakeone.com/119496-post103.html ]

Original WVis by Willem :
[ http://www.celephais.net/board/view_thread.php?id=60365 ]
[ http://www.quaketastic.com/upload/files/tools/windows/misc/WVis.zip ]
[ http://quakeone.com/files/9-mapping-developer-server-admin-tools/110-wvis_20100119-7z/ ]

Quest-Ed by Alexander Malmberg :
[ http://quest-ed.sourceforge.net/ ]