================================================================
Title         : Hexen II mapping with WorldCraft 1.x
                incl. Map Attribute Changer v1.00 (c) 1999 by Matthias Buecher
Date          : 2000-06-16
Filename      : wc2_4_q1.zip --> wc1_4_h2.txt
Author        : Matthias "Maddes" Buecher
Email Address : maddes AT go DOT to
Homepage      : Quake Info Pool
                http://www.quake-info-pool.net/
                http://www.bigfoot.com/~maddes (redirection)
================================================================

Hexen II mapping with WorldCraft 1.x

Made possible through:
Map Attribute Changer v1.00
(c) 1999 by Matthias Buecher
Created to provide a tool to use WorldCraft 2.0 for Classic Quake map editing.


Index
-----
1. Disclaimer
2. How does it work and what is MapChanger for
3. How to setup WorldCraft 1.x for Hexen II mapping
4. Thanks
5. History


1. Disclaimer
-------------
The authors of this system and programs, intended for using WorldCraft 2.0 in
conjunction with Classic Quake(R), are not responsible for any damage this
program may cause to your system. id software, Raven and Valve were not part of 
the production of this program, and are also not responsible for it and its 
results.
The sources included with this program may not be redistributed, or reduplicated
without the authors permission.
The compiled binary may not be redistributed by any means other than
electronically. If you would like to make further modifications or additions to
this program, please ask for permission from the authors.


2. How does it work and what is MapChanger for
----------------------------------------------
WorldCraft 1.x puts the full path to the WAD files into the map file, but the 
Hexen II's QBSP also adds the project path to it, resulting in incorrect pathes 
like "C:\Editing\Hexen2\C:\Editing\Hexen2\textures\hexen2.wad".
So remove the project path from the  WAD file reference and, to avoid weird 
occurences, fix the project path in the QBSP call.
You can change the WAD references in the map file by hand, but this would avoid 
easy compiling and testing.
MapChanger will do the job for you by searching a given map file for the
attribute stated in a ini file (default file is "mapchanger.ini") and will
replace the given texts within the attribute's value.
Here it will replace "C:\Editing\Hexen2\textures" with "textures", hence 
removing the project path "C:\Editing\Hexen2\".

You can also edit the Hexen II maps in WorldCraft 2, save them as RMF maps, open 
with WorldCraft 1 and compile.


3. How to setup WorldCraft 1.x for Hexen II mapping
---------------------------------------------------
Take some time this is a longer part....

  1. Necessary tools
       WorldCraft 1.x by Ben Morris
       Hexen II compiling tools, available at 
         ftp://ftp.cdrom.com/pub/hexen2/official/unsupported/
         Maybe there are more enhanced tools for Hexen II mapping, e.g multi wad 
         support in QBSP. If you know any please tell me.
       This package of course, although it is called "WC2_4_Q1" :)

     Note: Read "WC2_4_Q1.txt" for additional info, so you know why MapChanger 
           was created.

  2. Suggested file handling system and directory structure
     Keep your editing related files in a separate directory, so you do not
     delete your work with the game. For every game you edit, you should create
     a subfolder which contains the palettes, textures, map source files,
     necessary tools and data related to this game for editors and other tools.

     Here's an example:
     C:\
       | Editing\
       |  | MapChanger\
       |  |  | mapchanger.exe
       |  |
       |  | Hexen2\
       |  |  | hexen2.pal
       |  |  | ...
       |  |  | maps\
       |  |  |  | *.rmf (WorldCraft maps)
       |  |  |  | *.map (text maps)
       |  |  |  | ...
       |  |  |
       |  |  | textures\
       |  |  |  | *.wad (WAD2)
       |  |  |
       |  |  | tools\
       |  |  |  | qbsp.exe
       |  |  |  | light.exe
       |  |  |  | vis.exe
       |  |  |  | ...
       |  |  |
       |  |  | worldcraft\
       |  |     | mapchanger.ini
       |  |     | wc1_4_h2.txt
       |  |     | hexen2.fgd
       |  |     | ...
       |
       | Hexen2\
       |  | h2.exe
       |  | ...
       |  | data1\
       |     | ...
       |     | maps\
       |
       | WorldCraft1\
          | wc.exe
          | ...

     You may ask why is "mapchanger.ini" not in the same directory as the
     executable? Because then there is no default ini file for MapChanger.
     As you may need other separate "mapchanger.ini" for other game/editor
     combinations, it is best to provide no default.ini as every combination has
     other demands and changes.
     The only disadvantage is that you have to state the explicit path to the
     necessary ini in the editor (here the compile/run configurations of
     WorldCraft).

     Note: Everything in the following steps is based on this system and
           directory structure. If you use another system or structure, you 
           maybe have to change "mapchanger.ini" and some settings accordingly.

  3. Create all the directories for your RMF/map files, textures, etc. and copy
     all the necessary files to them. Install the Hexen 2 Utilities to the 
     corresponding tools folder (here C:\Editing\Hexen2\tools).

  4. Use WorldCraft's MakeTex to extract all textures from Hexen 2's data1 
     directory. Name it, for example "hexen2.wad", and put it in the 
     corresponding directory (here C:\Editing\Hexen2\textures).

  5. Start WorldCraft and configure it
     Use menu "Tools -> Options..."

     a) register "Textures"
        add your WAD2s				(here C:\Editing\Hexen2\textures\hexen2.wad)
     b) register "Game Configurations":
        choose game configuration "Edit" and add game configuration "Hexen II"
        select game configuration "Hexen II"
        add game data file "hexen2.fgd"		(here C:\Editing\Hexen2\worldcraft\hexen2.fgd)
        select map type "Hexen II"
        select "info_player_start" and "func_door" as default entities
        state your Hexen 2 game directory	(here C:\Hexen2)
        state your RMF/maps directory		(here C:\Editing\Hexen2\maps)
        state your Quake palette file		(here C:\Editing\Hexen2\hexen2.pal)
     c) register "Build Programs":
        select configuration "Hexen II"
        state your Hexen 2 executable		(here C:\Hexen2\h2.exe)
        state your QBSP program			(here C:\Editing\Hexen2\Tools\bin\qbsp.exe)
        state your LIGHT program		(here C:\Editing\Hexen2\Tools\bin\light.exe)
        state your VIS program			(here C:\Editing\Hexen2\Tools\bin\vis.exe)
        state your Hexen 2 maps (bsp) directory	(here C:\Hexen2\data1\maps)

  6. Create a really simple dummy map, just a simple room which uses only
     Hexen II textures.

  8. Open the dummy map "wc1h2test.rmf", a simple room which uses only Hexen II
     textures and contains a rotated brush to test the axis alignment and big 
     texture handling of the QBSP program and a negative light for Argh's 
     antilights (enhanced tools needed for these).

     Now choose menu "File -> Run" or "Run Map" from the SmartIcons or hit F9
     Switch to expert mode
     Note: I don't know if it is possible to use normal mode for Hexen II mapping

     Edit configurations and copy "default" as "Hexen II Fast Compile"
     Select configuration "Hexen II Fast Compile"

     Create the following compile/run commands:
     Note: "Use long filenames" and "Use process window" must always be checked
           Maybe you have to change some parameters if you use other compile 
           tools than the recommended ones.
           Enable commands when finished.

     ...just to make sure every tools works within the map directory...
     a) Command: Change Directory
        Parameters: $path

     ...converting map file...
     b) Command: C:\Editing\MapChanger\mapchanger.exe
        Parameters: -y -i "C:\Editing\Hexen2\worldcraft\mapchanger.ini" $path\$file.$ext
        Ensure file post-exists: $path\$file.$ext.cnv
     c) Command: Delete File
        Parameters: $path\$file.$ext
     d) Command: Rename File
        Parameters: $path\$file.$ext.cnv $path\$file.$ext
        Ensure file post-exists: $path\$file.$ext

     ...compiling map file...
     e) Command: $bsp_exe
        Parameters: -proj "C:\Editing\Hexen2" $path\$file.$ext
        Ensure file post-exists: $path\$file.bsp
     f) Command: $vis_exe
        Parameters: -fast -nocount $path\$file.bsp
     g) Command: $light_exe
        Parameters: -nocount $path\$file.bsp

     ...testing bsp file...
     h) Command: Copy File
        Parameters: $path\$file.bsp $bspdir\$file.bsp
        Ensure file post-exists: $bspdir\$file.bsp
     i) Command: Change Directory
        Parameters: $gamedir
     j) Command: $game_exe
        Parameters: -zone 1024 +map $file

     Note: It is recommended to disable commands h to j, and call Hexen II by 
           hand instead. This avoids multiple calls of Hexen II, saves time and 
           you just have to switch to Hexen II and type "map <mapname>", but you 
           need enough memory for this (64MB or more).

     Note: Warning!!!
           Hexen II Software destroys the desktop on my system after exit.

     Edit configurations and copy "Hexen II Fast Compile" as "Hexen II Full Compile"
     Select configuration "Hexen II Full Compile"
     Change parameter of VIS program (f) to: -level 4 $path\$file.bsp
     Change parameter of LIGHT program (g) to: -extra $path\$file.bsp

     Edit configurations and copy "Hexen II Fast Compile" as "Hexen II Normal Compile"
     Select configuration "Hexen II Normal Compile"
     Change parameter of VIS program (f) to: -level 1 $path\$file.bsp
     Change parameter of LIGHT program (g) to: -extra $path\$file.bsp

     Edit configurations and copy "Hexen II Fast Compile" as "Hexen II Entities Only"
     Select configuration "Hexen II Entities Only"
     Change parameter of QBSP program (e) to: -onlyents $path\$file.$ext
     Disable/Remove VIS program (f)
     Change parameter of LIGHT program (g) to: -extra $path\$file.bsp

  7. Close WorldCraft to make sure everything is saved correctly.

  8. Restart WorldCraft and try to compile the dummy map.
     If it does not work, then check all steps carefully again and remember to
     change all compile configurations.

  9. Not necessary, but it's always useful to make a backup of WorldCraft's
     "GameCfg.wc" and "CmdSeq.wc" (here C:\Editing\WorldCraft1)


4. Thanks
---------
... Raven for making such a great game
... Ben Morris for WorldCraft 1.x
... all supporters of the buglist on "Quake Info Pool"


5. History
----------
v1.01:
* included readme for Hexen II mapping with WorldCraft 1.x

v1.00:
* initial release for Classic Quake mapping with WorldCraft 2.x
