        PAK2WAD - Converts all textures within a PACK to a WAD2
        written by Brian Curnow, bcurnow@sonnet.com
	  Groundwork research for PAK2WAD by Brian Curnow and Drew Dibble
	  <adibble@indiana.edu>

This program can generate the WAD you need to use with QBSP.
For example, GFX/MEDIEVAL.WAD, if you tried to QBSP dm1.map.

The WAD created by this program can actually be renamed to any
of the *.WAD names that might be used by a MAP file.  When you
want to compile jrbase1.map, simply rename the file BASE.WAD.


http://www.sonnet.com/usr/bcurnow/

Tools used:

MSVC22:  from Microsoft

Thanks to:  Woofer, and lassa on #quakemap for your help while we
were figuring this WAD and PACK stuff out.  Also to tokay for
dropping by.  Hope you kicked Avatar's butt!


USING WITH QBSP
======================================
The map file usually has a reference to a WAD.  You might want to
change the referenc *before* compiling.  For example, if you
generate a WAD called FULL.WAD, you can change the string
gfx/medieval.wad in DM1.MAP, to full.wad, and then run qbsp.  Make
sure the WAD is in the same dir you run QBSP from, otherwise it won't
find it.

FYI:  (This info helps indicate what you can expect from your hardware)

Running QBSP on DM1 grinds the hard drive like mad with 32MB; going
to 64MB makes it fly by.  LIGHT doesn't seem to need very much of anything.
VIS require *lots* of CPU time.  If you have to pick more CPU or more RAM,
I would pick more RAM.  QBSP is a real dog when it can't fit the whole
data-set in memory at once.

Jrbase1 took 840seconds with 64MB in NT, and created a swap file > 100MB.
Light took about 130 seconds, and VIS took 1300 seconds.  The CPU is a
PPRO 200.

Drew had access to a 4 processor DEC Alpha with gobs of RAM, and it was
incredibly fast.  I don't have the timings right now, though.
