USE: Copy bmp2map.exe to the subdirectory containing the bitmaps
you want to convert. .BMPs must be 8-bit (256 color)
and must be uncompressed (not .RLE).
Create a .CFG to control the conversion process (details below).
You can use SAMPLE.CFG as a base.
The command line is:
BMP2MAP <name1.BMP> [<name2.CFG>]
The .CFG name is optional. If provided, the output files
(.MAP and .EN1) will use name2. Otherwise, they'll use
name1. BMP2MAP will first attempt to load configuration
data from name2.CFG (if provided). Failing that, it will
try name1.CFG. Failing that, it will try BMP2MAP.CFG.
Failing that, it will quit.
You _must_ edit the .CFG file to control how the
conversion is done. Simply change the value of the
keys described below. Important keys include
the palette indices to use for doors/walls/sky etc.
You'll need to use a paint program to determine
the palette index of the colors used.
The wadfile name is easiest set by looking at a previously
created .MAP file on your system.
If you use the autolight, make sure to set the interval
appropriately. 8000 lights in a level tends to croak
some editors.
arrowtexturequnits - size of red/blue arrow textures in Quake units
autolight - If 1, spread some lights around the level. If 0, don't.
autolightqunits - defines spacing, in Quake units, between lights
autostart - If 1, put an info_player_start in the center of the map
bluearrowtexture - name of texture for blue arrows (eg. BARROW)
blueeastarrowcolor - palette index of blue arrow point east
bluenortharrowcolor - "" north
bluesoutharrowcolor - "" south
bluewestarrowcolor - ""west
carveceilingcolor - create a brush to carve a hole in the ceiling
carvebothcolor - like ceiling but also floor
carvefloorcolor - like ceiling but for floor
cdtrack - CD track number to play when map starts
ceiling - Quake coordinates for the ceiling (eg. 64)
ceilingtexture - Quake texture to use for the ceiling (eg. CEILING1_3)
doorcolor - palette index of color used to represent doors
doorframecolor - framed doorway sans door brush
doortexture - Quake texture to use for doors (eg. DOOR02_03)
doortop - Quake coordinates for level of door tops (eg. 48)
entity - entity color,name (eg. entity=104,item_rockets)
floor - Quake coordinates for the floor (eg. -64)
floortexture - Quake texture to use for the floor (eg. AFLOOR1_8)
frametexture - texture for top/bottom of window/door frame brushes
joinentmap - if 1, copy entity (.EN1) file to end of .MAP file
lightlevel - intensity for individual light entities put into level
mapname - level start msg (underscores in name replaced with spaces)
membrushes - max # of brushes in mem - smaller = quicker compression
outerqunits - thickness of ceiling,floor and sealing walls (if used)
qunitsperpel - controls the number of Quake units for each pixel (eg. 16)
redarrowtexture - name of texture for red arrows (eg. RARROW)
redeastarrowcolor - palette index of red arrow point east
rednortharrowcolor - "" north
redsoutharrowcolor - "" south
redwestarrowcolor - ""west
sealsides - if 1, write wall of sky around level
sealtopbottom - if 1, write floor/ceiling brushes
skyceilingcolor - texture ceiling with sky
skytexture - Quake texture to use for sky (eg. SKY4)
skywincolor - palette index of color used for windows filled with sky
teleplatformcolor - palette index for teleport destination platforms
teleplatformtexture - texture for teleport destination platforms
teleplatformtexturequnits
- size, in Quake units, of teleport destination texture
triggercolor - palette index to represent trigger brushes
wadname - name of .WAD file the textures can be found in
wallcolor - palette index of color used to represent walls
walltexture - Quake texture to use for walls (eg. TECH03_2)
wincolor - palette index of color used to represent empty windows
windowbottom - Quake coordinates for level of window bottom (eg. -24)
windowtop - Quake coordinates for level of window top (eg. 24)
worldspawn - if 1, enclose brushes in "worldspawn"
Once your map is created, just load it into your favorite editor
to tweak the directions of the monsters and info_player_*'s.
Then QBSP/LIGHT/VIS/Quake it.
Have fun!!! Impress the kids. Tell them mommy/daddy can
turn any picture they draw into a playable Quake map.
[Note from first release]
"This is probably as far as I'm going to take this program."
Obviously, that was a lie. I will make no such claim this time.
If you like this program, please feel free to e-mail me
and tell me what you're doing with it.
I would like to hear about any problems from those who
can't get it to work after reading this file.
jack (aka Silicon Slick)
si_slick@cy-net.net
Clan 13th Man -
http://http.tamu.edu/~jkp2866/Clan13thMan/