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QuakeED version 3.1

Quake Map Editor

homepage:
http://anarxi.st/~eerie/

mail:
eerie@anarxi.st

based on:
	QuakeEd 2.0(NEXTSTEP)/QE4 source code by John Carmack http://www.idsoftware.com/

inspired by:
	QuakeEd 5.0 by M. Milley http://www.yossman.net/~mmilley/qe5/
	QE/Q3/GTKRadiant http://qeradiant.com/

notes:
hexen2 is also supported via pallete.lmp from hexen pak0.pak

--
Basil Nikityuk


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QuakeEd 3 Beta (build 105)


//====================
// About 
//====================
QuakeEd 3 is a level editing software for id Software's game Quake. The program is built off 
of the original QuakeEd 3.1 code developed by Basil Nikityuk which, in turn, was built off of
the source code for id Software's original Quake 2 level editor, QuakeEd 4 (QE4). 




//====================
// Installation:
//====================
Note: For those who have a previous version installed, you must remove QE3's registry
entries before using this version. Using Regedit, goto "HKEY_CURRENT_USER\Software\id" 
and delete the "QuakeEd3" entry. 
From this version on, it is now possible to reset the registry through the"Preferences" 
dialog within the editor, in case any subsequent version require this action.


Extract files, preferably in your Quake directory, keeping the file structure intact.

For example, I use: "C:\Games\Quake\tools\qe3.exe
					 \docs
					 \gfx
					 \...

All subdirectories can be customized later on to be wherever you want by using the "Project Settings" 
dialog within the editor or by manually editing the "quake.qe3" file (or whatever custom project 
file you are using). The only restriction is wad files must be somewhere under "qe3.exe". 
For example, let's say you are using the directory structure above, you couldn't have your wad files
in "C:\Games\Quake\Textures\<wad files here>"




Directory Info:
----------------
       /docs	- location of this readme and other informative text files
       /gfx	- location of wad files and the default Quake palette.lmp
       /maps	- location of map files
       /prefabs - location of prefabricated architecture
       /scripts	- location of QE3 project files and entity definition files
       /utils	- location of compiling tools



//====================
// User's Guide:
//====================
One of these days I'll write a manual but in the mean time, if you are new to Quake editing
or just new to the Radiant-style, I suggest you download the Q3Radiant manual as a lot of 
what's in there is relevant to this editor. Also, there are two files in the "\docs" folder
that will help you out. 

QE3-keylist.txt - lists all the commands with a corresponding keyboard shortcut. 

QE3-mousecmds.txt - lists everything you can do with the mouse.




//====================
// Acknowledgements:
//====================
id Software - for Quake, of course, and for releasing all of their source code. I could write 
	      countless other reasons why they are great but I'll keep it simple. It should 
	      all be understood.


Basil Nikityuk - for his original work on porting QE4 to Quake 1. Without his shoulders to stand
		 on I never would have bothered to do any of this. Also for writing clean code
		 so that someone like me could actually understand what's going on.


necros - who went above and beyond when it came to beta testing. His experience, insight, and 
	 overall encourgment kept me motivated, that I wasn't doing it for nothing. If it wasn't 
	 for him, QE3 would not be as robust and feature rich as it is. I was satisfied with the
	 first release :). So if you enjoy this editor, be sure to thank him.


Incubus - for his editor, QE5, from which I pulled a lot of features from.


TTimo and anyone else at id who has worked on Q3/GTKRadiant. A lot of features in QE3 are either 
taken from or inspired by these great editors.

To the Quake community as a whole. God this game is old, but it is still so fucking good.
	
