The following describes the steps needed to create a fully VISed, version 29 BSP with high quality lighting, and support for transparent water. You really should read the "ReadMeFirst.txt" in it's entirety to get an understanding of how these utilities function.

1. Create a map in Quiver (or any other editor), and export a ".map" plain text file. For the sake of this example, lets call the map "mymap.map".

2. Put "mymap.map" in the same folder as the compiling tools, and make sure that the "Textures" folder contains all the WAD files used when creating the map (or aliases to those WAD files). Note that eQBSP can NOT read texture's from BSP files like Quiver can.

3. Double click eQBSP and type in "-watervis mymap" when prompted (without the quotes of course!) and hit "OK".

4. If eQBSP spit out errors, or failed to build a BSP file, check your map and fix any problems. Once eQBSP successfully builds a BSP, quit eQBSP and start up eVIS, type in "mymap" and hit "OK". 

5. Quit eVIS when it's done and start up Tyrlite, type in "-extra mymap" and hit "OK"

You should now have a complete mymap.bsp file ready for use in Quake. The mymap.h1, mymap.h2, mymap.prt and mymap.pts files can be safely trashed once the final BSP file is ready.

See the "Command list" file for a full list of supported commands in eQBSP and eVIS. Refer to the "tyrlite.txt" file in the "PC READMES" folder for commands supported by Tyrlite.

Note that you'll probably build a map many times before it's complete (you should build frequently to catch problems, especially after major additions or changes). Quake will play a BSP that hasn't ben run through VIS and/or LIGHT, but you can use eVIS with the "-fast" or "-level n" switches to speed it up for testing. Using Tyrlite without the "-extra" switch will produce a low-res lightmap suitable for quickly detecting areas that need adjustment. Always use the highest quality settings for the final build however.