Program: GMAP
Version: 1.1.0
Author: Josu Bergara Ede.
E-Mail: jbergara@sarenet.es
Date: 14/11/96
City: Bilbao SPAIN

Sorry my poor English

DESCRIPTION
===========
*This program is my text QUAKE MAP file generator, and probably it will be the
base of my Windows QUAKE MAP editor.

*You can create very simple QUAKE MAP files with it:
selecting WAD file textures
adding Brushes
adding Entities.

WAD:
===
Extract PAK textures to a WAD file: you can use PAK2WAD program to do this.

*You can select a quake WAD file to extract the Brush textures:

>wad? c:\quake\wads\pak.wad.

This Entiti stament will be create:
{
"classname" "worldspawn"
"wad" "c:\quake\wads\pak.wad"
}

BRUSHES:
=======
*Two types of brushes can be added with GMAP 1.0.0:

0.- Rectange:
-------------
>start vertex:
>x? -2000
>y? -2000
>z? -64
>end vertex:
>x? 2000
>y? 2000
>z? 0

This Brush stament will be create:
{
( -2000 2000 0 ) ( -2000 -2000 0 ) ( -2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( 2000 -2000 0 ) ( 2000 2000 0 ) ( 2000 -2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( -2000 -2000 0 ) ( 2000 -2000 0 ) ( -2000 -2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( 2000 2000 0 ) ( -2000 2000 0 ) ( 2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( -2000 -2000 -64 ) ( 2000 -2000 -64 ) ( 2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( -2000 -2000 0 ) ( -2000 2000 0 ) ( 2000 2000 0 ) GROUND1_6 0 0 0 1.000000 1.000000
}

1.- PointList:
--------------
Specify a list of points using clockwise orientation:

num vertexs? 6
select const plane:
0.- X=cte
1.- Y=cte
2.- Z=cte
option? 2
z min? 0
z max? 512
x? -100
y? -100
x? -150
y? 0
x? -100
y? 100
x? 100
y? 100
x? 150
y? 0
x? 100
y? -100

This Brush stament will be create:
{
( -100 -100 0 ) ( -150 0 0 ) ( -100 -100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( -150 0 0 ) ( -100 100 0 ) ( -150 0 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( -100 100 0 ) ( 100 100 0 ) ( -100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( 100 100 0 ) ( 150 0 0 ) ( 100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( 150 0 0 ) ( 100 -100 0 ) ( 150 0 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( 100 -100 0 ) ( -100 -100 0 ) ( 100 -100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( -100 -100 512 ) ( -150 0 512 ) ( -100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( -100 100 0 ) ( -150 0 0 ) ( -100 -100 0 ) LGMETAL2 0 0 0 1.000000 1.000000
}

ENTITIES:
=========
*Not all Entities specifies staments can be parsed with GMAP 1.0.0, only:
classname
wad
origin
angle

*You must add a info_player_start Entiti stament:

>origin:
>x? 1000
>y? 1000
>z? 64
>angle? 0

This Entiti stament will be create:
{
"classname" "info_player_start"
"origin" "1000 1000 64"
"angle" "0"
}

*You can add monsters, weapons, items Entities:

>100.- ambient
>200.- info
>400.- item
>800.- light
>1000.- monster
>2000.- weapon
>Class id? 1000
>ITEMS:
>1000.- monster_army
>1001.- monster_dog
>1002.- monster_ogre
>1003.- monster_knight
>1004.- monster_zombie
>1005.- monster_wizard
>1006.- monster_demon1
>1007.- monster_shambler
>1008.- monster_boss
>1009.- monster_hell_knight
>100a.- monster_enforcer
>100b.- monster_fish
>Item id? 1009
>origin:
>x? 1064
>y? 1064
>z? 64
>angle? 180

This Entiti stament will be create:
{
"classname" "monster_hell_knight"
"origin" "1064 1064 64"
"angle" "180"
}

Following this steps you will create a simple MAP file like this:
{
"classname" "worldspawn"
"wad" "c:\quake\wads\pak.wad"
{
( -2000 2000 0 ) ( -2000 -2000 0 ) ( -2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( 2000 -2000 0 ) ( 2000 2000 0 ) ( 2000 -2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( -2000 -2000 0 ) ( 2000 -2000 0 ) ( -2000 -2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( 2000 2000 0 ) ( -2000 2000 0 ) ( 2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( -2000 -2000 -64 ) ( 2000 -2000 -64 ) ( 2000 2000 -64 ) GROUND1_6 0 0 0 1.000000 1.000000
( -2000 -2000 0 ) ( -2000 2000 0 ) ( 2000 2000 0 ) GROUND1_6 0 0 0 1.000000 1.000000
}
{
( -100 -100 0 ) ( -150 0 0 ) ( -100 -100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( -150 0 0 ) ( -100 100 0 ) ( -150 0 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( -100 100 0 ) ( 100 100 0 ) ( -100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( 100 100 0 ) ( 150 0 0 ) ( 100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( 150 0 0 ) ( 100 -100 0 ) ( 150 0 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( 100 -100 0 ) ( -100 -100 0 ) ( 100 -100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( -100 -100 512 ) ( -150 0 512 ) ( -100 100 512 ) LGMETAL2 0 0 0 1.000000 1.000000
( -100 100 0 ) ( -150 0 0 ) ( -100 -100 0 ) LGMETAL2 0 0 0 1.000000 1.000000
}
}
{
"classname" "info_player_start"
"origin" "1000 1000 64"
"angle" "0"
}
{
"classname" "monster_hell_knight"
"origin" "1064 1064 64"
"angle" "180"
}

You can use my program KUMAP 1.0.2 to view graphically the MAP file that you
are creating.

Now you can compile it using QBSP program and you have create a simple BSP file.

You can use my program QGRAPH 1.5.0 to view graphically the BSP file that you
are creating.


Thanks:
-ID SOFTWARE INC.
	for QUAKE 
	"Wake up in the morning I found playing quake myself"
-John Carmack.
	for QBSP utilities 
-Brian Curnow, Drew Dible 
	for PAK2WAD utilities 
-Raphel Quinet,
	for Quake Editing Utilities v0.2i.
-Oliver Montanuy, Brian Martin, Niklata, Tomas Winzing, Raphael Quinet, John Wakelin, David Etherton.
	for "Quake specs 3.4"

Author: Josu Bergara Ede.
E-Mail: jbergara@sarenet.es

