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RAW2MAP & TRI2MAP - for MacOS - release 0.3b - FINAL - (part of eUtils r8)
Ported/Modified by Frank Condello
Web <http://www.planetquake.com/paroxysm/>
Email <pox@planetquake.com>

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IMPORTANT NOTE:

"Obsolete" may be a little harsh, but RAW2MAP and TRI2MAP are included here for completeness only, as my focus has shifted to OBJ2MAP. OBJ2MAP has many more options for terrain's, and can convert all types of geometry (not just heightmaps). These releases of RAW2MAP and TRI2MAP have not been fully tested so your mileage may vary.

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USAGE:

RAW2MAP and TRI2MAP are commandline utilities that create heightmaps (terrain's) in the Quake map format. They are ports of the PC versions written by Seth Galbraith <http://www.planetquake.com/gg/>. RAW2MAP creates map formated terrain's using greyscale images while TRI2MAP converts terrain's generated by other 3D programs.

Please see the files in the 'PC READMES' folder for usage info. There is also a raw2map tutorial online: <http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/~checkout~/openquartz/utils/raw2map/index.html>

Mac Notes and additions
RAW2MAP works best with small images (17x17 pixels). Using larger images will produce complicated geometry, though there are times when this may be acceptable. Note that some graphic editors (Photoshop in particular) don't allow you to specify the bit depth of TGA files. In those cases, make sure the image is greyscale, then convert it to indexed mode before saving (or just use the RAW or BMP formats).

The Mac port of TRI2MAP can accept 3DS and OBJ files as input in addition to the RAW triangle and CAD formats supported in the PC version. There is a free version of the Amapi 3D modeler available here <http://amapi.idevgames.com/> that can be used to convert various model formats into these formats if your 3D application of choice doesn't directly support it. 

Some things to keep in mind when using tri2map:

- Models must consist of triangles only

- tri2map only deals with heightmaps. Convex areas will be consumed by vertical faces.

- The default floor height of -4096 can result in large vertical blocks. Use the -f switch to change the height (-512 is usually works well, but use lower values if scaling the model up). Clipping the terrain with a high floor height (-128 or higher) is sometimes desirable.

- If you get garbled or no brushes produced when converting a file with tri2map,  try inverting the normals before exporting it from your 3D application (using the -fn commandline switch will do this automatically for 3DS files). Moving the floor lower or scaling down the model may also help.

- Due to their complex nature, building terrain's with QBSP can take a while and will likely increase memory requirements.

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VERSION HISTORY:

release 0.3b - FINAL - (part of eUtils r8) May 11, 2002
- Got rid of '-o' switch in tri2map (now works like other utils [options] <source> [dest])
- Added OBJ support to tri2map
- Added '-fn' switch to tri2map (flips normals on 3DS input)

release 0.1b (part of eUtils r5) June 10, 2001
-Initial unified release

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RAW2MAP & TRI2MAP are distributed under the GNU GENERAL PUBLIC LICENSE (see gnu.text for more info). Mac sourcecode is available from <http://www.planetquake.com/paroxysm/>, original source available from <http://www.planetquake.com/gg/>.