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                  I M P O R T A N T!  R E A D  M E !
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Worldcraft Options have been preset to work for Quake and Quake II.   
However, these presets may not be correct for your computer.   After 
launching Worldcraft from the start->programs menu, open the tools->
options menu and confirm that your Game Configuration paths, Build Programs paths, and Texture paths are set up properly.

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Worldcraft Readme.txt March 6, 1998

Worldcraft is a trademark of Valve, LLC.  Copyright 1996-98. All 
rights reserved.  

Worldcraft is a graphical level editor originally designed for id 
Software's Quake.  With release 1.6, you can make your own maps for 
Quake, Quake II, and Hexen II. 

This document answers a few of the more common questions about getting
started and editing with the new Worldcraft version 1.6.   If you have
any questions about this readme, or Worldcraft in general, email 
Worldcraft product support at worldcraft@acdsystems.com.  We are here 
to help you solve your Worldcraft problems.  This file will be updated 
as needed.  

For additional Worldcraft 1.6 or level editing information check out:
		http://www.wvinter.net/~quake/wc16primer.html
		http://www.planetquake.com/worldcraft/
		http://www.worldcraft.com/
		http://planetquake.com/quakelab/
		http://www.planetquake.com/rust/

Read WHATSNEW.TXT for info on new features in this version.

Contents of this document

1.  Installing Worldcraft 1.6
2.  Launching Worldcraft
3.  Setting Up Worldcraft's New Configuration
4.  What has Changed
5.  .WAL versus .PAK
6.  Texture Problems
7.  Lighting in Quake 2

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1)  Installing Worldcraft 1.6

If you have a Worldcraft 1.6 CD, run the setup program (wc16full.exe) 
off of the CD.

If you are installing the Worldcraft 1.6 Patch (WC16UPGRADE.exe), we 
suggest that you install Worldcraft from your origional CD again and 
then apply the patch to this freshly installed version.  The upgrade
is for REGISTERED Users of Worldcraft only.  This file will update the
previous versions of Worldcraft (v1.3 and v1.5x) to the 1.6 Version.  

*** Note: Microsoft's DirectX must be installed to run Worldcraft.	
*** DirectX drivers can be found at either the Worldcraft web site,
*** on the Worldcraft CD or any Microsoft source.                 

2)  Launching Worldcraft
Worldcraft can be started by clicking the  Worldcraft icon in the 
programs menu.

If this is your first time loading Worldcraft you will be prompted to 
run MakeTex.  MakeTex is a utility that will extract Quake or Quake2 
textures from the game .PAK files and convert them to a format that 
Worldcraft can use.   If you do not have a Quake texture .WAD or Quake 
II .WAL files extracted from the game .PAK files, you will need to 
select 'yes' on the MakeTex dialog and extract the textures for the 
game you wish to edit.  (You can run MakeTex at any time to extract
textures, using the texture tab under tools|options.)

See below for issues related to .PAK versus .WAL.

3)  Setting Up Worldcraft's New Configuration Options
The most noticeable change in Worldcraft is the new configuration 
menu.  This is not complex but there are some new settings not present
in previous versions of Worldcraft.  The main purpose of these new 
settings is to enable multiple game configurations.  

GAME CONFIGURATIONS TAB
=======================
This is the menu for adding and modifying game configurations.  
Worldcraft 1.6 is preset with two game configurations - Quake and 
Quake 2.  

CONFIGURATION EDIT - This will bring up a small dialogue box that will allow you Add, Delete or Rename games from Worldcraft's settings.

GAME DATA FILES	- This is where you can pick, edit or remove the games
data files or .FGD files.  These files are where all the information 
about the entities and specifics of the game you are editing are 
stored.  You can now use multiple data files.  Example:  you have your
own custom TC that you are working on that works with the Quake 2 
entity set.  You can create a "Mygame" configuration, add the 
Quake2.FGD and then a small .FGD that just includes the entities for 
"Mygame".

TEXTURE FORMAT - You have two choices here; WAD2 Format and .WAL/.PAK 
format.  The WAD2 setting is for the Games based off of the Quake 1 
engine,	and the .WAL/.PAK format for games based on the Quake 2 
engine. 

MAP TYPE - There are three options representing the supported game 
formats.
	
DEFAULT POINT ENTITY CLASS - This is the default entity used by the 
insert entity tool.

DEFAULT SOLID ENTITY CLASS - This is the default entity used by the 
Tie to Entity command.

GAME DIRECTORY - This is the directory that the game is actually 
located in (i.e.: c:\games\quake)

.RMF DIRECTORY - This is the default directory for loading and saving 
files.

PALETTE FILE - This is the location of the .PAL file which will tell
Worldcraft the information that it requires to display textures 
correctly.

TEXTURES TAB
============
The textures tab is where all texture files are specified.  Texture 
wads are not assigned on a per game basis. The game configuration will 
determine which texture format to use.

Note:	If you have used Worldcraft in the past, your wad settings 
from the windows registry will automatically be added to the texture 
configuration tab.

For Quake, add the .wad file created by MakeTex.  You can add more 
than one .wad file.

For Quake II, add the Quake II PAK files located in the quake2\baseq2 
directory and/or the quake2\baseq2\textures directory which contains 
the WAL files extracted by MakeTex.   You can add more than one WAL 
directory.

Note:	if you want to add all WAL sub-directories of a directory, 
select the directory and Worldcraft will ask you if you wish to add 
all the sub-directories as texture groups. 

When you have finished setting up the game configuration properly MAKE 
SURE YOU HIT OK.  If you don't hit OK, the settings won't be applied 
throughout the other option tabs.

BUILD PROGRAMS TAB
==================
This menu is used to tell Worldcraft which build utilities you wish to 
use.

GAME CONFIGURATION - This selects which game the build utilities are 
associated with.

GAME - The path to the game executable, e.g., c:\quake\quake.EXE

BSP Program - The path to a program that compiles .MAP file into .BSP 
files, e.g., c:\quake\qtools\bsp.exe.

Lighting Program - The path to a program that adds lighting to your 
already compiled .BSP, e.g., c:\quake\qtools\light.exe.

VIS Program - The path to a program that will add the VIS data to your 
already compiled .BSP.  

"Place Compiled Maps in this Directory Before Running Game"
This is the place that maps must be placed in for the game to be able 
to read them, e.g., c:\quake2\baseq2\maps.  If you do not have a 
directory for maps, you will need to create one.
		
4)  What Has Changed

Quake II and Hexen II support
A Game Configurations tab has been added to the Options dialogs which 
makes adding support for these games very simple.  You can control the 
palette, entities, and textures from here.   Worldcraft ships with 
entities for Quake, Quake 2, Hexen2, and Quake 2 CTF.
 
Ease-of-use features
It is now possible to add multiple PAK files or WAL file directories 
in the Texture Options dialog.  This is important since Quake 2 
stores its textures in a WAL format within the PAK, as opposed to 
within the BSP files (as was done with Quake).   

Worldcraft has the ability to extract WAL files  from within the PAK, 
and supports both formats simultaneously. 

The texture browser can display all textures, textures of an 
individual WAL group, or only the textures currently 
in use.
 
The Texture Application tool now lets users edit the Quake 2 surface 
attributes. It is now functionally equivalent to QE4, and it addresses 
some problems found in that editor. (For instance, the ability to 
modify several solids' surface properties without changing their 
textures is a nice feature). 
 
The Worldcraft 'Check for Problems' feature will detect and correct 
mixed content types.
 
One of the noticeable improvements in Quake II is the colored lighting 
and Worldcraft makes picking colors a snap.  Any entity key that takes 
a RGB number as a value now has a "Pick Color" button associated with 
it which will bring up the Windows default color choosing dialog.  
Picking a color is as easy as clicking on the color chart.

Checking for leaks no longer needs to be a time consuming process.  
Included now is the ability to load a pointfile (leak file) directly 
into your map, where it will be plotted in a thick red line.  This 
option is available from the Map menu.

Expert Compile Support
To aid in the creation of expert compile profiles, a Build Programs 
tab has been added to the options dialogs, where you can specify the 
game executable, bsp, light, and vis programs for use with each game 
profile.  When used in the expert compile dialog, these programs can 
be referenced by using $game_exe, $bsp_exe, $light_exe, and $vis_exe.  
The Build Programs settings also determine which programs will be used 
when compiling using the normal compile setup.

5)  .WALs versus .PAKs
The .PAK file is the fastest way for Worldcraft to access textures, 
however extracted .WAL directories allow QRAD3 to support colored 
texture lighting.  Using only .WAL files cause a huge performance 
penalty in Worldcraft as there are thousands of separate files it must 
read.  One solution is to unpak your .PAK file so that QRAD3 can read 
it for colored texture lighting, and then point Worldcraft towards the 
.PAK file for increased speed.  You end up having two copies of the 
textures, so you are trading disk space for performance.

6)  Texture Problems
If you are having problems viewing your textures make sure that you 
have the correct .WAD .PAK or .WAL files loaded in the TOOLS | OPTIONS 
| TEXTURES.  You should check your TOOLS | OPTIONS | GAME CONFIGS and 
make sure all the settings there involving textures are correct.

7)  Lighting in Quake 2
Lighting has been one of the major changes in Quake 2.  The compilation progress has changed a bit to reflect this.  You now must 
have a properly VISed map before you can LIGHT your level.  This means 
you must run QBSP3, QVIS3, and then QRAD3.   Your map must have a .PRT 
file in order for QRAD to run properly.  This means your map can not 
have any leaks.   

If you are having problems with texture light sources showing up be 
sure that you have extracted all the .WAL files from your .PAK file so 
that QRAD can read the values.  QRAD3 also requires that the file
COLORMAP.PCX be stored in your project tree within a directory called 
PICS, e.g., c:\quake2\baseq2\pics.

Thank you very much for purchasing Worldcraft, and we look forward to 
playing your maps.

	Valve & ACD Systems

Legal notices
-------------
Worldcraft is a trademark of Valve L.L.C., copyright 1996-98, all 
rights reserved. You may use Worldcraft for a period of up to 30 days, 
after which you must register Worldcraft or stop using it. YOU ARE 
LEGALLY BOUND TO REGISTER THE SOFTWARE IF YOU USE IT FOR MORE THAN 30 
DAYS.  Visit www.Worldcraft.com for ordering information.

Under no circumstances will Valve Software be liable for any damages 
or losses arising from the use or misuse of this software. If you use 
this software, you agree to these terms.

Quake and Quake II are trademarks of id Software, Inc.  Hexen II is a 
trademark of Raven Software Corporation.  Windows is a registered 
trademark of Microsoft Corporation.

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