Quake II Scene Builder (version 1.5 April 04, 1998).

For news about Quake II Scene Builder and the latest version, visit
www.planetquake.com/qsb

email Questions/Comments/Suggestions/Bugs to pjs@ce.mediaone.net

Release Notes:
    version 1.5
        Bugs Fixed:
        * Property windows will always open to visible part of the
        screen.

        Enhancements:
        * Load Player.
            Loads all player skins.
            Loads weapon.
            Weapon stays in sync with the player.
        * Load Images from the PAK File
            Load env background pictures.
            Load textures.
        * New Primitive Objects.
            Box, Sphere, Cylinder, Rod, Cone, Disk.
        * Gamma Correction.
        * Mouse Sensitivity.
        * Easier Window Sizing.
        * Save 32 bit bitmaps.
        * Color Picker now has a gray scale.

        Details about the new features are included in the Reference
        section of this document (Search for NEW FEATURE to
        jump to them).

    -----------------------------------------------------------
    version 1.11
        Bugs Fixed:
        * Texture Mapped Text.
            Fixed bug where all of the letters of a texture mapped
            text object were drawn on top of each other.
        * Texture Plane Objects (floors and walls)
            Fixed bug where the texture was repeated 4 times.
        * Transparency Bug.
            Fixed bug where if you made an object transparent, you
            could not make it completely solid again.
        * NVidia Riva 128 color.
            This is really a bug in the beta Windows 95 OpenGL driver
            (after all it is a beta) where the red and blue color
            components are reversed.
            If you are experiencing this behavior, select
            View->Options from the main menu and check "Swap Red and
            Blue".
            Restart QSB, this should fix the problem temporarily until
            a new driver is released.
            Note that only textures that are loaded from PCX and .PAK
            file are effected.

            Ver 1.5 note.  The latest drivers fix this bug, if you
            have a NVidia Riva 128, please upgrade.  This feature will
            be removed in the next release of QSB.

        Enhancements:
        * Load and Save a Scene.
        * Keyboard Control.
        * SGI version.
        * Load Skin using a default palette.
        * Transparent Shadows.
-------------------------------------------------------------------
Quake II Scene Builder(QSB)is a program that allows you to view the
models (monsters and other objects) that appear in the
game Quake 2 from id Software.

    Features:
    * Load from .md2 or .pak files.
    * Automatically loads related textures.
    * Animation.
    * User controlled lighting effects.
    * Save to bitmap files.
    * Load more than 1 model at a time.
    * "CAD like" interface for placing objects.
    * Uses OpenGL for high quality rendering.

    Requirements:
    * Windows 95 (OpenGL dll's may have to be downloaded separately)
      or Windows NT.
    * At least a Pentium 166 (may work on lesser processors).
    * Video card capable of 16 bit color at 1024 x 768 or better.
    * Video card that accelerates OpenGL recommended.

Price

    This version of QSB is freeware.

DISCLAIMER

    Users of QSB must accept this disclaimer of warranty: "QSB is
    supplied as is.  Binary Alchemy disclaims all warranties,
    expressed or implied, including, without limitation, the
    warranties of fitness for any purpose.  The author assumes no
    liability for damages, direct or consequential, which may result
    from the use of QSB."

Feedback

    I will continue to enhance and improve this program as long people
    show interest and I am amused by it.  Please send
    any comments, suggestions, bug reports. job offers, etc. to
    pjs@ce.mediaone.net

Credits:

    Programming, design, etc.:  Patrick J. Simmons
    (pjs@ce.mediaone.net)

    Thanks to:
        id Software.
        Trey Harrison whose md2view source was a big help.
        All of the people who answered my questions on the OpenGL news
        group.
        Everyone who downloaded the pre-release version, and sent in
        bug reports and comments.

    Artists:
        Web Design and Artwork
            Three <www.planetquake.com/co2>

        Additional Web Artwork
            CptnKirk
            XAQT
            VORTEX [BVC] <www.pixelgeek.com/pg/pixelFoundry>

        Program artwork
            VORTEX [BVC]
            KICKZ
            Zac Belado

    Beta Testers:
        XAQT
        Noelstr BUDHEAD
        BostonChick <http://www.bostonchick.com>
        Hump
        Grim
        Mustang
        Steve Lincoln
        Julian
        Ajay Fry
        Three
        VORTEX [BVC]

    PlanetQuake for hosting the QSB web site.

The balance of this document is divided into 3 sections:

    Instructions
        A walk through, tutorial approach to using the program.

    Reference
        A brief explanation of the buttons and menu items.

    Trouble Shooting
        Answers to common questions.
-----------------------------------------------------------
Instructions:

    These instructions walk you through the features of the program.

    Take a few minutes following these instructions to familiarize
    yourself with the program.

    Loading a model:
        1. From the main menu select File->Open.

        A sub menu will appear, select Pak File...

        2. For now, open the pak0.pak that comes with Quake2.
        (This file can be found in the baseq2 sub-directory or on the
        Quake2 CD-ROM).

        After opening this file, you will notice that another window
        entitled "Scene Properties" appears.

        3. Click on the tab labeled Pak File. Click on the "plus sign"
        to the left of the word "models" You will see a list
        of model categories, each with a small plus on the left.

        4. Click on the plus next to "monsters".  A list of monsters
        will appear.

        5. Click on the word "soldier" and then click on the view
        button.

        In a few moments, the gunner model should appear, along with a
        new window labeled "Object Properties".

    Animating the model:
        1. In the Object Properties window, click on the tab labeled
        "Skin/Animation"

        2. Click the "Play" button.

        3. Adjust the speed of the animation with the slider.

        The default setting will play through all of the animations
        defined for the model.

        Selecting an animation:
            The drop down list under animation lists all of the
            animations.
            Choose "runs", click the "Loop" check box off and click
            the play button.

            The program will play the "runs" animation sequence once
            and stop.

        Single stepping through animations:
            Set the "Single Step" check box on.
            Now the play button will advance the animation one frame
            per click.

    Changing the Skin:
        1. In the "Object Properties" Window, click on the tab labeled
        "Skin/Animation"

        The drop down list under Skins lists all of the skins that
        were loaded.

        Select "pain" and notice how the soldier's appearance changes.

        The check box labeled "Effected by Lighting" determines
        whether or not the lights effect the color of the model,
        experiment now to see the impact.

        (The yellow wire frame ball is a light)

        You can load a .bmp or .pcx file as the skin at any time.

    Moving the Camera:
        The fourth set of buttons in the toolbar allow you to move the
        camera.

        If you move the mouse pointer over a button and wait, a tool
        tip will appear and the buttons function will be
        displayed in a tool tip and in the status bar located at the
        bottom of the screen.

        Pan:
            Pan moves the camera up, down, left, right, in, and out.

            Holding the left mouse button down and moving the mouse
            left and right moves the camera left and right.
            Holding the left mouse button down and moving the mouse up
            and down moves the camera in and out.
            Holding the right mouse button down and moving the mouse
            up and down moves the camera up and down.

            Try it!

            The camera can be reset to a preset value by selecting
            View->Camera from the main menu.
            Perspective is the initial value.

            You can restrict the movement by selecting one or more of
            the buttons in the fifth set of buttons (Effect ...).

        Orbit:
            Orbit moves the camera around an imaginary sphere that is
            centered at the origin of the scene.

            Holding the left mouse button down and moving the mouse
            left and right orbits the camera along the X axis.
            Holding the left mouse button down and moving the mouse up
            and down orbits the camera along the Y axis.
            Holding the right mouse button down and moving the mouse
            up and down orbits the camera along the Z axis.

            Again, movement can be restricted by using the buttons on
            the right.

            Right click in the "Scene Window", a pop-up menu will
            appear, try selecting Grid, and Axis Markers.
            These make it easier to keep your place in 3d space.

            You turn them off the same way that that you turn them on.

        Zoom:
            Zoom changes the distance between the camera and the
            center of the scene.

            Hold down the left mouse button and move the mouse left
            and right to see the effect.

        FOV:
            FOV stands for "Field of View".  It is not unlike zoom.

            Hold down the left mouse button and move the mouse left
            and right to see the effect.

            Notice the grid while moving it too get a better feel for
            what it does.

            The default FOV is 45, if you what the lower left corner
            of the screen while changing the FOV, you can set it
            to a specific value.

            (note: a better explanation to follow).

    Moving the Object (model):
        The second set of buttons moves the model within the scene.
        Before we continue, go to the main menu and select
        View->Four Viewports.

        The scene window will now be divided into four sub windows,
        three 2D wireframe views and one fully rendered 3D
        view. Each of the 2D views has a label that describes where
        the camera is.

        The second set of buttons control what the mouse will effect.

        Select:
            The soldier should be selected.  The selected object is
            always drawn in white on the 2D viewport, objects not
            selected will be drawn in blue, lights that are not
            selected are drawn in yellow.

            You select an object by clicking on it.

        Move:
            The second button allows you to move the model.

            In the 2D viewport, the model is moved in the direction of
            the mouse.  Hold the left mouse button down and move
            the mouse in a 2D view.  You will notice that the detail
            of the object is replaced by a bounding box.  You can
            toggle this behavior by selecting View->FastMove from the
            main menu.

            In the 3D view, the model is moved as follows:
                Holding the left mouse button down and moving the
                mouse left and right moves the object left and right.
                Holding the left mouse button down and moving the
                mouse up and down moves the object in and out.
                Holding the right mouse button down and moving the
                mouse up and down moves the object up and down.

            The effect of the mouse can be limited by selecting from
            the left most group of buttons.

        Rotate:
            The third button allows you to rotate the model.

            You can rotate the object around one axis at a time.  You
            choose the axis by selecting one the buttons labeled
            X, Y or Z.  Hold the left mouse button and move the mouse
            left and right.

            Note: The center of the rotation cannot be changed in this
            version of the program.

        Scale:
            The fourth button allows you to scale (change the size) of
            the model.

            The buttons labeled X, Y and Z determine how the scaling
            is applied.
            If you select all three, the effect will be uniform,
            otherwise, the effect will be more like stretching.

            Hold the left mouse button down and move the mouse left
            and right to see the effect.

    The Viewport:
        The Scene window shows either one or four viewports.  If you
        are looking at four viewports now, go back to one by
        selecting View->One Viewport from the main menu.

        The Viewport that you are looking at now is one that you
        performed the last operation in.

        Right clicking in the Viewport invokes a pop up menu that
        allows you to control the appearance of the viewport.

        Here are the menu items:
            Grid                Toggles the visibility of the grid in
                                the view.
            *Axis Markers       Toggles the visibility of the axis
                                markers in the view.
            *Highlight Selected Toggles the constant bounding box that
                                is around the selected object.
            *Display as         Determines how the scene is rendered.
            Camera              Changes the camera to one the preset
                                values.
            Viewport type       Changes the viewport from FastEdit
                                (2D) to Preview(3D).
            Properties          Toggles the "Object Properties"
                                window.

            * available in the Preview viewport only.

        If you are looking at one 2D viewport, right click and select
        Viewport Type->Preview.

    Lighting:
        Some dramatic effects can be achieved by using lighting.  Note
        that Quake 2 does not use the lighting features of
        OpenGL as this program does, so the effect of lighting on the
        models is more subtle then dramatic.

        Click on the "Skin/Animation" tab in the Object Properties
        window. (If this Object Properties window says "no
        selection" then click on the Soldier in the Scene window).

        Change the skin to <none>

        The model should now appear as a smooth shaded object (no
        texture or skin).

        Click on the "Material" tab in the Object Properties window.

        Select "brass" from the Preset drop down list.

        The material properties determine how the object reacts to the
        lights in the scene.
        With one exception, the Emission property.

        Click on the Emission button.

        The Color Picker window will appear.

        The Color Picker allows you to set a properties color by
        adjusting the Red, Green and Blue components of the color.

        The easiest way to use this window is to pick a color from the
        color bar (located at the bottom of the window) by
        clicking on it, then use the sliders to adjust the color.
        Note that the color bars above sliders tell you how to
        change the color.  If the Color Picker's tab is "No Color
        Selected", the color picker is not active.

        OK, set the Emission color to a shade of blue. Note that the
        model now takes on a blue glow.

        Lets change the properties of the light...

        Click on the "Selector" tab in the Scene Selector window.

        You will see a tree that shows:
            Scene
                Objects
                Lights

        Click on the plus next to Lights, then click on "Default".

        The Object properties window will now show the properties for
        the Default Light.

        Note that there are buttons for Ambient, Diffuse and Specular.

        Here is a brief definition of each:
            Ambient
                Is light whose direction is impossible to determine.
                When it hits a surface, it is scattered in all
                directions.

            Diffuse
                Comes from one direction.  When it hits a surface, it
                is scattered in all directions.

            Specular
                Comes from one direction.  When it hits a surface, it
                bounces off in one direction.
                Think of secularity as shininess.

        Take some time to experiment with these properties.

    The Background.
        Click on the "Colors" table of the Scene Selector window.

        This tab allows you to:
            Change the Background Color of the scene.
            Set the Ambient Light for the entire scene.
            Load a picture as the background for the scene.

        Changing the Background Color or Ambient Light is done by
        setting the Red, Green and Blue levels using the Color
        Picker window.

        To load a picture
            Click the load button
            A file select dialog will appear.
            Select any .bmp or .pcx file.

            The buttons labeled Texture, Zoom, and Stretch determine
            how the picture is rendered.

            If you have a video card that accelerates OpenGL, Texture
            is probably the best choice, otherwise, try Stretch.
            In any case the picture is rendered in the same way.  Note
            that if you do not have a video card that
            accelerates OpenGL, texture may not work.

    Shadows
        To cast shadows of the model, you must have a light and either
        a plane or floor.

        Since we already have a light, lets add a plane.

        From the main menu select Scene->Objects->Add.

        Select Plane from the list and click OK.

        Position the Plane behind the model (this may be easier using
        the Four Viewport view.. View->Four Viewports from
        the main menu).

        Once you have moved the plane, scale it that it consumes the
        entire display.

        Click on the "Shadows" tab in the Scene Selector window.

        Highlight the Default light and the Plane, then check Shadows.

        Try moving the light to see the effect.
            To move the light:
                Select the light:
                    Click the select button on the toolbar (the one
                    that looks like an arrow).
                    Click on the light in the Scene window (the light
                    is the yellow wireframe ball).
                    OR
                    Click on the "Selector" tab in the Scene
                    Properties window and click on "Default" under
                    Lights.

                Click the Move button in the toolbar.

                Move the mouse in the Scene window while holding down
                one of the buttons.

        Move the transparency slider to "soften" the shadows.
-----------------------------------------------------------
Reference:

    The Main Menu

        File

            Open
                A sub menu will appear. <NEW FEATURE>
                    Scene
                        Opens a QSB scene.

                    Pak File
                        Opens a .pak file from Quake II.

                    Model
                        Opens a model that is not in the Quake II pak
                        file.  This includes the multi-player player
                        models,
                        and models that that were designed by other
                        Quake artists.

                        Load Player <NEW FEATURE>
                            QSB will sense if the model that is being
                            loaded is a player model. It does this by
                            checking
                            the skin count (embedded in the .md2
                            file).  If the skin count is 0, the
                            program will assume
                            that the .md2 is a player model. The
                            program will proceed to load all of the
                            textures in the
                            current directory, and load the weapon
                            model "weapon.md2".  The weapon will be
                            sync'd with the
                            model.  (Try loading and animating the
                            tris.md2 file in
                            quake2\baseq2\players\male).

                            This behavior can be turned off by
                            unchecking "Auto Detect Player" before
                            loading the .md2.

                            I have tested this feature with a number
                            of 3rd party player models. It works for
                            some and
                            doesn't work for others. If you have a
                            "player" model that doesn't automatically
                            load the skins
                            and weapons, check "Load as Player" in the
                            File Open dialog and QSB will attempt to
                            load all of
                            the pcx files as skins, and weapon.md2.

                            Finally, some of these 3rd party models
                            don't light correctly.  If you load a
                            player model and
                            notice that the light is effecting the
                            back of the model, check "Reverse Effect
                            of Lights" in
                            the Skin / Animation tab of the Object
                            Properties window.

                There are 3 open buttons on the toolbar that
                correspond to the options in the File->Open Sub Menu.

            Save
            Save As

            Load and Save a Scene

                I have chosen to save "Links" to the files rather than
                the actual contents of the files. This way, the save
                files are relatively small (a few kb vs. a few mb).
                The downside of this approach is if a file is moved,
                changed, or deleted between the time you save a scene
                and load it, the program may not load the scene
                properly. To get around this limitation, there is
                logic that traps for missing files.  If a file cannot
                be
                found, the program will search the directory that the
                save file is in. If the file still cannot be found,
                you will be asked to find the file.

                If contents of the .pak file that was used to create
                the scene have changed, the program will not ask you
                to find the file, the missing model or texture just
                won't appear.

                I believe that I have made the program smart enough so
                it won't crash if files are missing or changed,
                however, the loaded Scene may not look the same.

                If you intend to distribute Scenes that contain
                objects or images that did not come with the
                commercial
                version of Quake2, you will want to include these
                objects with the .qs file.  The best approach here is
                to
                put the original artwork and the .qs file in the same
                directory.

            Save Image
                Save what's currently in the Scene window to a bitmap
                (.bmp) file. [NEW FEATURE} The bitmap will be saved
                at the depth (24 or 32) that your display is currently
                set to.

            Print
                Prints what's currently in the Scene window.

            Print Preview
                Prints what's currently in the Scene window to a Print
                Preview Screen.

            Print Setup
                Allows you to choose/setup the printer.

            Exit
                Exits the program.

        View
            Toolbar
            Status bar
            Properties
            Scene Properties
            Color Picker
                These toggle the named window on and off.

            One Viewport
                Show one viewport in the Scene window.

            Four Viewports
                Show four viewports in the Scene window.

            Move Fast
                Show the selected object as wireframe box, hide the
                background image, etc.
                Useful if the scene is complicated, and the program
                responds slowly.

            Options
                This brings up the options dialog which, for now
                contains options that will help me to diagnose
                problems
                you may be having with QSB.

                All of the check boxes should be clear for normal
                operation.

                (See the the note about NVidia Riva 128 in the Bugs
                Fixed section)

                Mouse Sensitivity [NEW FEATURE]
                This slider changes how far the selected object, or
                the scene moves with each tick of the mouse.  If QSB
                seems sluggish, move this slider to the left.

                Gamma Correction [NEW FEATURE]
                If the scenes look dark, this will brighten them up.
                Note that Gamma effects the skins and pictures loaded
                after the change. It is best to restart QSB after
                a changing the Gamma level.  Note too that gamma does
                not effect pictures that are loaded from .bmp files.


        Camera
            Perspective
            Front
            Top
            Right
            Left
                Move the camera to a preset position.

        Scene
            Clear
                Same as File->New.
            Lights
                Add a Light or Spot Light.
            Objects
                Add a Plane or Floor.

        Help
            About

    The Viewport Pop-up Menu

        Preview (3D View)
            Grid
                Toggle grid lines.

            Axis Marker
                Toggle the Axis Marker.

            Highlight Selected
                Constantly draws a wireframe box around the selected
                object.

            Display as..
                Points Fast
                Points
                Wireframe
                Wireframe Fast
                Flat
                Shaded (textured)

                    Determine how all of the objects in the scene are
                    rendered.

            Camera
                < see main menu >

            Viewport Type
                Switch between Fast (2D) and Preview (3D) modes

            Properties
                Toggles the Object Properties window on and off.

        Fast Edit (2D View)
            Grid
                Toggle grid lines.
            Camera
                < see main menu >

            Viewport Type
                Switch between Fast (2D) and Preview (3D) modes

            Properties
                Toggles the Object Properties window on and off.

        If you have four viewport showing in the Scene window, you can
        toggle the visibility of any of the viewports from
        this menu.

    The Scene Selector Window

        Selector
            This tab allows you to select an object (model) or light
            by clicking on it's name.
            You can add an object or light.
            You can delete the selected object (model) or light.

            [NEW FEATURE]
            You can enter the exact width and height of the scene
            window in this tab.

        Color
            This tab allows you to:
                Set the scene's Background Color.
                Set the Ambient light for the scene.
                Select, hide, or clear the Background image for the
                scene.
                    The Texture, Zoom, Stretch options determine how
                    the background image is drawn.
                    Select the option that provides the best
                    performance for your system. (note that texture
                    may not work
                    on some systems).

        Textures
            This tab allows you to add and delete textures that are
            applied to QSB primitive objects.
            The quality options control the overall quality of all the
            textures and skins in the scene.

        Shadows
            This tab allows you to select a light and a plane or floor
            that will be used to render shadows.
            You toggle shadows on and off.

            Use the transparency slider to "soften" the shadows.

            See the section "Shadows" in the instructions for more
            information.

        Pak File. [NEW FEATURE]
            This tab allows you to select a picture, model or texture
            from within a loaded .pak file.

            The .pak file that comes with Quake 2 is named pak0.pak
            and is normally found in the baseq2 directory.
            Note that if you choose the minimal installation, this
            file will be on the Quake2 CD.

            On the left is a tree control (list) that starts
            with "env", "models" and "textures".

                env contains background pictures.
                models are monsters and other 3d objects.
                textures contains textures.

            On the right are 3 buttons.  The buttons will be enabled
            (black text) when you select an item in the list that
            can be added to your scene.

            If you click on the name of a picture, a thumbnail view of
            the picture will appear.  The "Background" and
            "Texture" buttons will be enabled.

            The effect of the Background button is immediate.

            The texture button adds the texture to the Scene's texture
            list.  You will have to assign the texture to an
            object through the object's properties (see below).

            If you click on a model, the "View Model" button is
            enabled.  Clicking it will load the model into the center
            of the scene.

    The Object Properties

        Objects / Models
            General
                This tab allows you to change the name the the program
                will refer to the object as.
                You can also toggle the objects visibility, or delete
                the object from the scene.
                If the object is a Floor or Plane, Complex changes the
                number of triangles used to render the object.  If
                you are shining a spot light on a floor or plane check
                Complex.

            Material
                This tab allows you to set the color values for all of
                the objects material properties.
                You can also make the object transparent by moving the
                slider to the right.

                Note that Quake 2 does not use the lighting features
                of OpenGL as this program does, so the effect of
                lighting on the models is more subtle then dramatic.

            Texture (Primitive Objects only)
                This tab allows you to load and assign textures to
                Primitive Objects (those that are not loaded from .md2
                or pak files.

                The texture can be any .bmp,.pcx file, or a texture
                loaded from the pak file.

                Effected by Lighting toggles the effect of any lights
                in the scene.

                Reset Matrix resets the effect of changing the texture
                matrix through the toolbar.

            Skin/Animation (Models only)
                Skin
                    Allows you to select from any skin loaded for this
                    model.

                    Load allows you to load any .bmp or .pcx file and
                    apply it as a skin.
                    Note that applying a skin that was not designed
                    specifically for the model will give less that
                    desirable results.

                    Effected by Lighting toggles the effect of any
                    lights in the scene.

                    Reverse the effect of lighting is used for some
                    third party player models where the lights effect
                    the
                    opposite side of the model.

                Animation
                    If animations were defined for the model, they
                    will be listed in the drop down list.

                    If you select all, all animations will play in the
                    order that they were defined.

                    The Play button starts the animation, the Stop
                    button stops it.

                    You control the over all speed of the animation
                    with the speed slider.

                    You can single step through the frames of
                    animation by checking Single Step and clicking the
                    play
                    button to advance the frame.

                    If Loop is check the animation will repeat over
                    and over again.

                    Load Skin
                        QSB will load all of the skins related to the
                        model either in the pak file or in the case of
                        a
                        player model, in the directory where the model
                        was loaded from.

                        If you would want to load any other pcx or bmp
                        file as a skin, press this button.

                        Using a default palette.

                            I added this feature for the skins that
                            don't contain the correct palette.  There
                            is a file in
                            the zip (quake2.pal) which contains the
                            default quake2 palette.

                            To override the embedded palette and used
                            the default palette, check the box labeled
                            "Use
                            Default Palette" in the load skin dialog.

                            Not this feature is valid only for skins
                            that are external to a pak file and skins
                            in pcx
                            format.

                            You can substitute your own palette just
                            overwrite quake2.pal.  The palette should
                            be "Paint
                            Shop Pro" or "RIFF" format (Microsoft
                            Image Composer).

            Text
                This tab allows you to enter text that will be
                displayed as a 3D object.

                You can use any TrueType font.

                Extrude is like depth, normal settings are between .1
                and 1.0

        Lights
            General
                This tab allows you to:
                    Change the name the the program will refer to the
                    light as.
                    Set the Ambient, Diffuse, and Specular colors.

                Enable
                    If checked, the light is effecting the scene.

                Visible
                    If checked, the light is display in the scene as a
                    yellow wireframe sphere or cone (spot light).

                Directional/Positional determine how the light effects
                the scene.

                Delete removes the light from the scene.

            Spot (Spotlights only)

                If you add a Spot Light, this tab will be available.
                Use the two sliders to adjust the size and focus the
                light.

                Note that Spot Lights work best when they are shinned
                on Floors and Planes with Complex checked.

    The Color Picker

        This window allows you to change the red, green and blue
        components of the selected color.

        The larger rectangle on the bottom can be used to select a
        color by clicking on the color you desire.

        The individual sliders allow you to adjust to color components
        individually.  The effect of moving a slider is
        predicted by the color bar above each slider.  You can also
        pick the color in the color bar above each slider.

        Note that the name of the object and property is displayed on
        the tab in the Color Picker window, if the name is
        "No Color Selected", the Color Picker has no effect.

    The Toolbar
        The buttons from left to right are:

            Clear
                see Menu->File->New
            Open Scene File
            Open Pak File
            Open Model File
                see Menu->File->Open

            Save
                Saves the Scene as .qs file so it can be read back in
                and edited again.

            Select
                The mouse selects an object when the pointer is over
                the object and the left button is pressed.

            The following control what the mouse does if it is moved
            with a button pressed in the Scene Window.

                Move
                    The selected object is moved in the scene. See
                    "Moving the Object, Move" in the instructions.

                Rotate
                    The selected object is moved in the scene. See
                    "Moving the Object, Rotate" in the instructions.

                Scale
                    Changes the size of the selected object. See
                    "Moving the Object, Scale" in the instructions.

                Move Texture
                    Moves the texture in the selected textured object
                    (Plane or Floor).

                Rotate Texture
                    Rotates the texture in the selected textured
                    object (Plane or Floor).

                Scale Texture
                    Scales the texture in the selected textured object
                    (Plane or Floor).

                Pan
                    Moves the camera up/down, left/right, or in/out.
                    See "Moving the Camera, Pan" in the instructions.

                Orbit
                    Moves the camera around the center of the scene.
                    See "Moving the Camera, Orbit" in the
                    instructions.

                Zoom
                    Changes the distance between the camera and the
                    center of the scene. See "Moving the Camera,
                    Orbit" in
                    the instructions.

                FOV
                    Changes the camera's Field of View.

                Mouse Effects:
                    These limit the effect of the mouse to one or more
                    axis or direction.
                    In is on.
                        X (left/right)
                        Y (up/down)
                        Z (in/out)
    The Status Bar
        Explains the purpose of the toolbar buttons.
        Shows the effect of move and scale operations.

    Player
        The models and skins for the player that are used in
        multi-player games are not stored in the .pak file.  They are
        in separate directories under the qbase2 directory.

    Keyboard Control

        The arrow keys work like the mouse...
            Left and Right Arrow move Left and Right.
            Up and Down Arrow move In and Out.
            Ctrl and Up and Down Arrow move Up and Down.

        The following keys relate to the toolbar buttons
            alt - m         Move Model
            alt - r         Rotate Model
            alt - s         Scale Model

            ctrl - alt - m  Move Texture
            ctrl - alt - r  Rotate Texture
            ctrl - alt - s  Scale Texture

            alt - p         Pan
            alt - o         Orbit
            alt - z         Zoom
            alt - f         Change FOV

            x               Effect X or Effect Left/Right
            y               Effect Y or Effect Up/Down
            z               Effect Z or Effect In/Out

        Note that my intent for using the arrow keys is for fine
        adjustment.  If you have a slower system, the drawing
        pipeline will probably stall.  You will see a little movement,
        then no movement, then when you let go of a key, a
        jump.

SGI Version

    Initially, I did not do a version that uses the SGI OpenGL.  I
    didn't see any advantage on my development system.
    Since, I have tested the SGI version on other slower systems and
    have seen as much as a 20% gain in performance.

    The SGI version must be download separately, I have included the
    SGI OpenGL dlls. The executable file is SGI_QSB.exe.
    Place all of the files from the downloaded zip in their own
    directory.

    Another reason for using the SGI version is to defeat some of the
    accelerated video cards whose OpenGL drivers are
    buggy, or incomplete.  SGI OpenGl will normally get out of the way
    of accelerated video cards, but there is a way to
    force it in even with an accelerated video card.  The file
    sgiqsb.bat does just that, so if you are having problems
    with QSB and suspect your video card, try running sgiqsb.bat

Trouble Shooting

    If you discover a bug in QSB, please send a description of the bug
    and a detailed explanation of what you did to cause
    the bug to appear to pjs@ce.mediaone.net.

    Here are answers to some common questions:

    Q) How come this program runs so slow?
    A) This program was designed to run on computers with Pentium II
    processors and 3D accelerated video cards.
        Adjust the mouse sensitivity (View->Options from the main
        menu).
        Also, try setting Display as Wireframe Fast in the Viewport
        pop-up menu while you set up the scene.  Certain
        options (lights, shadows, transparency, background images)
        have a negative impact on performance.  Turn these
        options on after the scene has been setup.

    Q) I can't see the model I just loaded, why?
    A) Either add a light or turn off "Effected by Lighting" on the
    "Skins/Animation" page in the Object Properties window.

    Q) The display is very dark.
    A) Adjust the Gamma (View->Options from the main menu) and restart
    QSB.

    Q) Clicking on the Color Picker doesn't change anything, why?
    A) You must select a color in order for the color picker to work.
    If the tab contains the text "No Color Selected",
    the Color Picker won't work.

    Q) When I start the program, I see a message that says glu32.dll
    cannot be found.
    A) You need the OpenGL dll's.  You can download them from the QSB
    Web Site www.planetquake.com/qsb.

    Q) When I start the program, I see a message that says "Missing
    export OPENGL32.DLL:glGenTextures"
    A) You have an older version of the OpenGL dll's. You can download
    the latest version from the QSB Web Site
    www.planetquake.com/qsb.

    Q) How do I move the models up and down.
    A) Select the model (double click on it)
       Press the Move button on the tool bar (5th from the left)
       Press the Effect Up/Down button on the tool bar (2nd from the
       right)
       Move the mouse up and down while holding the RIGHT mouse
       button.