---------------
D2Q version 1.0

and

D2QTEX version 1.0

copyright 1998, 1998 Alexander Malmberg
<martin.malmberg@helsingborg.mail.telia.com>
or (later)
<alexander@malmberg.org>
---------------

Introduction
------------
 D2Q will convert Doom/Doom 2 .wad files to Quake/Quake 2 .map files.
Although currently limited, it is a big help when converting old Doom maps
to Quake 2 maps.

 D2QTEX will extract all textures from a .wad file and convert them to
Quake 2 .wal files.

 You will be able to find the latest versions of these programs at the
Quest site, http://www.frag.com/quest/.

Legal stuff
-----------
 Usage of these programs is entirely at your own risk. In no case shall
Alexander Malmberg or anyone else be liable for any damage directly or
indirectly caused by these programs.
 These programs may be freely distributed as long as nothing is charged
for the program or the distribution of it, and as long as all files are
included in an unmodified state. It may not be sold or packaged with anything 
that is sold (thus, no compilation CDs).
 Data generated by these programs may be freely distributed as long as it
complies with all other applying legal stuff, and as long as credit is given
to D2Q and/or Alexander Malmberg.

 This means that you may use these program to convert your old Doom maps
and then freely distribute them (as long as you give me some credit).
Distributing converted Id software copyrighted data is NOT legal, though.
While they probably won't mind you converting old maps, you should NOT
distribute the textures generated by D2QTEX.

D2Q Usage
---------
Syntax:
   d2q.exe wadfile.wad lump

 wadfile.wad
   The name of the .wad file from which to extract a map.

 lump
   The name of the lump that contains the map. For Doom, this should be
   e?m? (eg. e1m1), and for Doom 2 map?? (map01).

 The map will be written to 'lump.map'. D2Q assumes that the wad file doesn't
contain any errors. If the map contains errors, D2Q will usually output
warnings ('odd angle') and fail to convert parts of the map.
 The map will automatically be recentered on (0,0) to avoid exeding Quake's
limits on map size.

 Each middle linedef will be converted to one brush. The walls will be 8
units thick and should line up correctly.

 Each sector is grouped with all upper and lower linedefs facing out from the
sector and they are then broken up into convex pieces in a very stupid way.
This code has several fail cases, resulting in pieces of floor/ceiling
missing. You will often see warnings ('Unable to divide into convex
subspaces!'), and some brushes will be invalid. I suggest using Quest
to weld all brushes in the map (where possible). This will usually reduce
the number of brushes to half of what it was before, and makes editing
easier.

 Every thing is converted to a entity according to the 'd2q.ent' file. This
file can easily be customized and extended. The first field is the doom type
number, the second is the height above the floor in its sector the thing
should be placed, and the third is the classname to use. See the file
for more info. D2Q will automatically add 'angle' and 'spawnflags' keys.

 Textures in the map file will be like 'doom/xyz', fitting the way
D2QTEX extracts them.

D2QTEX usage
------------
Syntax:
   d2qtex.exe wadfile.wad

 wadfile.wad
   The name of the .wad file from which the textures are to be extracted.
   D2QTEX assumes all necessary data is in this file, ie. PLAYPAL, PNAMES,
   TEXTURE1, and (maybe) TEXTURE2, and FLATS. .wad files that only replace
   some data can't be used.

 D2QTEX will automatically mipmap and dither the textures to Quake 2's
palette (or any palette in the 'q2.pal' file, which is raw RGB data).

Contact info
------------
 Both these programs were entirely written by Alexander Malmberg. All bugs,
comments, etc. should be sent to <alexander@malmberg.org>.

