	Well, I've finally gotten around to finishing my node builder.
I started it last March, but got interrupted during April and half of May.
The program builds the NODES, SSECTORS, SEGS, and BLOCKMAP resources of a
PWAD file, IWAD file, or VERDA patch file.  (VERDA is our level editor
whose lastest version will be released one of these days.)  This release
is version 1.050.  The program VNB.EXE, this text file VNB.TXT, and the
four source files DMGLOBAL.I, VNB.C, NODES.C, and BLOCKMAP.C are included
in the VNB.ZIP file.
	The program is fairly quick and, except for a couple of instances
produces, fewer NODES and SEGS than id Software's generator (which suprised
me since I had expected id to have their generator highly optimized).  The
program can process E2M7 from DOOM.WAD (the largest level) in about two
minutes on my 486/33.  The BLOCKMAP generator is extremely fast and processes
any level in under a second.  Executing the program with no command line
arguments will display help regarding the command line, but essentially
after processing an input file, the program can either rewrite the input
file or write to a different output file.
	I wrote the node generator from the description of the nodes given in
Matt Fell's Unofficial DOOM Specs; the blockmap generator algorithm is my
own idea.  I did most of the coding and debugging on a Sun, hence the code
will compile and run on either a Sun or a PC.  I didn't handle the
byte-swapping in the most elegant way, but I don't want to take the time to
make it any cleaner.
	Any comments, etc about VNB can be directed to rfenske@swri.edu or
verda@swri.edu.


Robert Fenske, Jr.   rfenske@swri.edu   Sw     | The Taming the C*sm*s series:
Electromagnetics Division              /R---\  |
Southwest Research Institute          | I    | | "The Martian canals were the
San Antonio, Texas USA                 \----/  |  Martians' last ditch effort."
