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        QUAKEDM:  A DOOM to Quake Geometery Convertor         
                                                              
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Author:           Michael Stokes

PLEASE READ THIS FILE - IT CONTAINS IMPORTANT INFORMATION.


 INTRODUCTION ͵

 Welcome to QuakeDM!  QuakeDM is a convertor program that reads
 a DOOM or DOOM II wad file and converts it into a MAP file,
 which can be processed and then used in Quake.

 Version 1.10 of QuakeDM is able to convert:
 * Level Geometery, much more reliable
 * Substitute Quake Objects - much improved
 * NAT Texture Compensation
 * 90% of all Linedef types (doors/lifts/ceilings/floors/teleports)
 * Now works with any QBSP.
 * Automatic Object Lighting - spooky levels :)

 QuakeDM also comes with DoomTex, a utility to convert all of
 your textures from DOOM into Quake's WAD2 format.  Please
 read the copyright warning in DOOMTEX.TXT and this file.


 COPYRIGHT ͵

 Remember that all of the levels and textures in DOOM or DOOM II
 remain property of id Software.  
 
 Distribution Restrictions:

  - You may not distribute _ANY_ BSP file made with this program,
    because it contains textures, which are property of ID.
  - You may not distribute any MAP file made with this program IF
    it is of a Doom or Doom II level made by Id Software.
  - You MAY distribute MAP files of levels made by you or others
    (with their permission).

 If you need to distribute a map, distribute QuakeDM and DoomTex
 instead so that others may convert the levels too.

 The author disclaims all responsibility for this program.  You
 are using it at your own risk.  You must take responsibility
 for your use of this program.  If you do not like that, delete
 this program NOW.


 GETTING STARTED ͵

 Before you can convert any levels, you must create a set of
 textures from your copy of DOOM or DOOM II.  To do this you
 can use the DoomTex tool.  (See DOOMTEX.TXT for more info)

 Basically, just copy DOOMTEX.EXE to your doom directory and
 then run it.


 HOW TO USE QUAKEDM ͵

 QuakeDM is simply run from the DOS prompt.  Type:

 quakedm filename.wad mapname  [options]

 * "filename.wad" is the name of the WAD file where the level
   is.  To convert a level that is built into DOOM/DOOM2, use
   the name "doom.wad" or "doom2.wad".
 * "mapname" is the name of the map to convert.  For example,
   the first level in DOOM2 is called MAP01.  The first level
   in DOOM1 is called "E1M1", meaning episode 1 map 1.

 QuakeDM expects there to be a file called DOOMTEX.WAD in the
 current directory containing all of the textures needed for
 your level.  If you do not have DOOMTEX.WAD, create it using
 the DoomTex utility.  (see above)

 QuakeDM will create an output file under the same filename
 as the WAD except with ".MAP" on the end instead.

 QuakeDM can also be run from the "Quake Desktop"'s Utility
 Manager.


 CONVERTING BUILT-IN MAPS ͵

 QuakeDM can be used to convert maps which came with DOOM or
 DOOM II, as well as 3rd party WADs.

 To convert a level from DOOM, type:
  quakedm doom.wad E?M?
 The resulting file will be called DOOM.MAP

 To convert a level from DOOM II, type:
  quakedm doom2.wad MAP??
 The resulting file will be called DOOM2.MAP

 It is a good idea to then rename these MAP files to something
 more descriptive, like E1M1.MAP


 QUAKEDM COMMAND LINE OPTIONS ͵

 QuakeDM 1.1 now supports a range of command line options to
 change the way QuakeDM processes WADs.  These are very useful
 if a certain map doesn't quite look right, or something.

 Options:

  -nowall       : Do not make any walls
  -nofloor      : Do not make any floors
  -noceil       : Do not make any ceilings
  -nomove       : Do not make any moving objects or switches
  -nolight      : Do not put light sources on objects
  -noent        : Do not put objects in the level
  -nosky        : Do not put the Quake Sky in levels

 The -nosky option is very useful as the sky in many levels
 will not work correctly at the moment.  There is a very good
 chance that this will be fixed in a future version.


 PROCESSING YOUR MAP WITH QBSP ͵

 MAPs which have been produced by QuakeDM must first be
 processed by QBSP before use in Quake.  You should also
 run them through VIS and LIGHT to get optimum map quality.

 qbsp filename.map

 vis filename.bsp

 light filename.bsp


 CHANGING QUAKEDM'S OBJECT MAPPING ͵

 QuakeDM allows you to configure the way it replaces old DOOM
 objects with Quake ones.  The file D2Q_OBJ.TXT which is
 distributed with QuakeDM is used to tell which DOOM objects
 come out as which Quake objects.  It is in this format:

 0x0001     "info_player_start"
 0x003C     "weapon_rocketlauncher"

 The first number on the line is the DOOM/DOOM2 object code,
 either in decimal or in hexidecimal if it is preceeded by 0x.
 The rest of the line is the "classname" of the Quake object,
 for example "item_health".  You can have as many lines in
 the file as you wish.  A line beginning with a semicolon
 (;) is considered a comment.


 MOVING OBJECTS IN QUAKE ͵

 As mentioned above, QuakeDM now converts a large number of the
 DOOM Linedef Types.  This means that things like switches,
 teleports, doors, lifts and the like are now all converted.
 This section lists the types of linedefs that are supported in
 QuakeDM Version 1.10.  If you find a bug in the behaviour of
 any of these linedefs, please email me (see below):

 - Local Doors (FAST, SLOW)
 - Remote Doors (FAST, SLOW, OPEN/CLOSE, OPEN, CLOSE)
 - Lifts (FAST, SLOW)
 - Ceilings (RAISE ADJ, LOWER ADJ)
 - Floors (RAISE ADJ/C, LOWER ADJ/C)

 These kinds of triggering are supported:

 - Cross Single
 - Cross Multiple
 - Switch Single
 - Switch Multiple


 FUTURE VERSIONS ͵

 Future versions of QuakeDM will be made availible at
 ftp.cdrom.com.  Hopefully they will include:

 * Swirling Water Animations, etc...
 * "HIT" Triggering
 * Secret Recognition
 * Things people suggest
 * More Reliability (Can always be improved)


 CONTACTING THE AUTHOR ͵

 I am very interested to hear from you about bugs/suggestions
 or just a general "hello":

 Keep a look out for a program called the Quake Desktop, which
 is a program I am writing to manage utilities such as this
 one and provide a user friendly total-editing environment.

 Email:             mike@stokfam.psinet.net.au
 Web Pages:         http://www.psinet.net.au/~stokfam/

 END OF QUAKEDM.TXT ͵
