Map compiling utilities for Quake, version 2
------------Originally by id softwarePortions copyright Alexander Malmberg <alexander@malmberg.org>Here are versions of qbsp, vis, and light for Quake. Use at your own risk. They use huge amounts of memory.
 You can find source code and binariesfor DOS/Windows (DJGPP) and Linux-i386-glibc, as well as new versions,at http://quest-ed.sourceforge.net/ .
Additions:
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*  qbsp and vis now support detail brushes. Quest v2.4 will have support  for setting this like surface attributes in Quake 2, but for now, and  for other editors that don't support this directly, place any detail   brushes in an entity with classname 'am_detail'. qbsp will mark these   brushes as detail, move them to the worldspawn entity and delete this   entity. Supporting detail brushes required changes to the portal file   format, so qbsp and vis found here won't work with versions of qbsp   and vis that don't support detail brushes.     qbsp also supports hint and skip brushes. They work like in Quake 2,  i.e. a face with the HINT texture will force a BSP split and a face  with the SKIP texture will be ignored completely. Included is  hintskip.wad, a .wad file with the HINT and SKIP textures. If your  editor can't load multiple .wad files, run 'addwadhs foo.wad' to  add the HINT and SKIP texture to foo.wad (backup first, though).   For those that don't know, detail brushes are just like ordinary brushes  with the exception that they aren't used in visibility calculations. Thus,  by marking small brushes that don't block visibility much as detail brushes  you'll have much lower vis times, and the generated PVS will (unless you  marked a large brush detail) be as good as before. For more information  on detail, hint and skip brushes, you can go to http://www.gamedesign.net/   and read their tutorials on these subjects. Although they're targetted at   Quake 2, it works (mostly) the same way here.   For those who want to add support for detail brushes to their favorite  editor: qbsp will consider any brushes with the word 'detail' after  any plane definition to be a detail brush, e.g.:  ( 0 0 0 ) ( 1 0 0 ) ( 0 1 0 ) SKY1 0 0 0 1 1 detail     Additionally, any brushes in a 'am_detail' entity will be flagged as  detail brushes and moved to worldspawn.   *  The included qbsp can read both the old map format and Quest's new map 
  format.
*  qbsp produces a better .pts file. It won't work for loading into Quake,
  but it's much better when loaded into Quest.
*  light and vis have progress meters like the qbsp3, qvis3, and qrad3 I've
  released. The number to the left of the dots is the amount of work per
  dot.

These programs were originally written by id software, I've only modified
them. Still, I'll try to fix any bugs and answer any questions I get.

- Alexander Malmberg <alexander@malmberg.org>
