Installation notes by EutecTic

---------------------------------------------------------------

INSTALLATION:

In order for these tools to work, you first have to have the original Sin
tools installed with all the original Sin textures and models extracted
from Ritual's pak0.sin file PLUS all the new models and textures for SiNCTF
PLUS all the new models and textures for WOS. Afterwards, you should have
downloaded and extracted all the corrected .def files from wosedf12.zip.
You can download this file from The Node at:

http//www.ritualistic.com/node/downloads/wosedf12.zip

IOW, you must have SinEd to be fully setup to edit CTF and WOS maps before
you add the files included in this archive.

ADDING THE NEW MODELS:

Extract the contents of this archive in a temporary folder or simply to
the root of your hard disk with the "extract with paths" option enabled in
WinZip (you do have WinZip, dontcha?...). The extracted folder structure
will be as follows:

- wosctftools
      |
      |___base
            |
            |__code
            |    |
            |    |__game
            |
            |__models
            |    |
            |    |__banner
            |    |
            |    |__flag
            |
            |__scripts
            

- the base\code\game folder contains the wosctf10.cpp entity definition
  file. It contains all the non-model entity definitions for SiN, WOS and
  WOSCTF.

- the base\models folder contains all the new .def files for WOSCTF. These
  files contain both an entity definition for the editor and essential
  model data (model file, animation and skin path, sounds, etc.).

- the base\models\banner and base\models\flag folder contain the actual
  models, animations and skins for the WOSCTF model based entities.

- the base\scripts folder contains a custom project file for WOSCTF. Its
  provided as a convenience and its use is optional (see below).


SETTING UP SINED FOR WOSCTF :

- just copy the entire entire contents of the wosctftools\base folder to
  your \tools\sin\base folder. If asked to overwrite, click yes.
  
- delete the wosctftools folder.

- edit the wosctf.sed project file (in \tools\sin\base\scripts) to suit
  your particular needs and the folder structure of SinEd on your hard disk
  if required.

- make yourself a desktop shortcut to start SinEd with the proper project file.
  If you chose to use my suggested project file. To do this, select the file
  "sined.exe" in your \tools\sin\bin folder and right-click drag a copy on your
  desktop (choose: create shortcut here). Then set the parameters of the shortcut
  as follows:

  Target: D:\tools\sin\bin\sined.exe ..\base\scripts\wosctf.sed
  Start in: D:\tools\sin\bin

- Just change the drive letter to correspond to the actual drive on which your
  \tools folder is located.

- Rename your shortcut to something like "SinEd WOSCTF" (just a suggestion).


A NOTE ABOUT THE DIFFERENCES BETWEEN SINCTF AND WOSCTF ENTITIES:

If you already had SinEd setup to make SinCTF maps, this means you
already have all the textures and models required for this. If you
extract and copy the WOSCTF .def files, you will inevitably overwrite
some of the original SinCTF .def files. This is not a problem since all
the .def files that get overwritten are exactly the same in SinCTF and
WOSCTF (flags, banners and turrets).

The only new .def file for WOSCTF is bike_prototype.def which is a
regular vehicle_hovebike entity with 2 new spawnflags. If you're all
setup to make WOS maps (like you must), when you extract this file
to the \tools\sin\base\models folder, you will overwrite the original
WOS bike_prototype.def file. This is not a problem as such but you
must keep in mind that those 2 new spawnflags don't apply when making
regular non-CTF WOS maps.


ABOUT MODIFYING YOUR WOSCTF.SED FILE:

I have include a custom WOSCTF project file which already points
to the proper wosctf entity definition file for your convenience.
You don't absolutely have to use it if your setup is different.

However, I do recommend using my wosctf entity definition file so
if you want to keep your actual project file setup, just change the
"entitypath" config line in your present file to:

"entitypath"            "..\base\code\game\wosctf10.cpp"


1. Changing your default text editor for Sin scripts:

SinEd uses NotePad as its default text editor for Sin scripts.
But if you UltraEdit32 with my custom syntax coloring file (as you
should :)... , just un-comment this line in your wosctf.sed file:

// "scripteditor" "c:\progra~1\ultraedt\uedit32.exe"

Whenever you click on the 'SCR' button in SinEd's toolbar, this
will launch your text editor and open a file with the same name
as your map file (but with an .scr extension) automatically. This
allows you to have both a SinEd and text editor window open so you
can work on your map and script at the same time.

2. Changing your default key assignments:

At the very end of the file, there is a section that assigns various
menu functions of the editor to hotkey settings which looks like this:

{
   "KEY_MOVE_FORWARD"               "up"
   "KEY_MOVE_BACKWARD"              "down"
   "KEY_MOVE_LEFT"                  "comma"

...etc.

}


If you want to change to what key each function is assigned, just
change the key name between double quotes in the right hand side
column to the key you wish. Don't change the left hand side column
values. The mouse buttons functions cannot be customized.


COMPILING YOUR MAPS:

Do not use SinEd's compilation functions in the BSP menu. Those are
the original qe4's built-in functions which were designed for Unix
platforms. They will not work on a Win95 platform.

Instead, make sure you always save your maps in the 'maps' folder.
Once you're ready to compile, open a DOS window and change the current
working directory to SinEd's bin directory:

cd \tools\sin\base\maps

Then use the DOS batch file make.bat to compile your maps using the
following command in the DOS window:

make mapname

'mapname' being the name of your map (no file extension).

If you want to see all the command line options possible with qbsp3,
just use qbsp3 with no arguments. If you're still in the maps folder,
you'll have to type:

../../qbsp3

The same goes for qvis3 and qrad3. Then you can select from those
list of options and edit make.bat to add them to their respective
command lines. Or can make copies of make.bat and customize those
according to the several types of compilation you need (vis -fast,
bsp -onlyents, qrad -extra, etc.).


WORKAROUND OF THE "GL CONTEXT ERROR" PROBLEM:

When you first open SinED, you might get a "GL context error" and the
editor will close right after. Here's a workaround for this:

- Start Sined, when the first error dialog box shows up, DON'T click
  OK right away.

- Using the Start button and "run", re-run runsined.bat or your desktop
  shortcut. Do this at least TWICE without closing the previous Sined
  window.

- Then hit all the "OK" buttons in the dialog until everything is closed
  and re-run the batchfile or shortcut. It should work now.

- It should open without any problems afterwards until the next time you
  re-boot or shut down your machine.


GETTING FAMILIAR WITH SINED'S INTERFACE:

There are 2 .doc files in the docs folder. You can open these files with
either WordPad or MS Word95 (or later version).

SinEd Help file.doc :

This is a partial list of SinEd's key and mouse button assignments.

SinEd Support Help_.doc :

This is an in-depth document on the brush surface properties.

The best place to start is by reading the SinEd tutorials at The Node:

http://www.ritualistic.com/node

The "Sined user guide" tutorial is a list of all the key and mouse functions.

(I strongly recommend that you make a printout of this web page and keep it
handy)

The "Basic room" tutorial shows you how to make a basic map.

There are also several qe4 and QeRadiant tutorials available on the
web at these following addresses:

http://rogue.stomped.com/tutorial/tutorial.htm
http://www.relux.com/quake2/qe4_quake_ed_rev_40_manual.htm
http://www.planetquake.com/ravage/