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*                  MakeMAP v0.11                 *
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*              (c) by Lars Bensmann              *
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* http://localhost.ruhr.de/~b-man/makebrush.html *
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Note for version 0.11:
 Sorry, for the forst release (v0.1). Somehow there was a bug that prevented
 you from loading MAPs with entities containing brushes. This is fixed now.
 I also included an EXE called MMSLOW.EXE that calculated all the lines
 correctly (so you don't have all the crossing lines on the screen anymore),
 but it's awfully slow. Loading takes much longer, and it takes my
 486DX4-100 around *six* minutes everytime you change a brush. This might
 be much faster on a computer with a faster FPU (like the Pentium), but
 probably isn't acceptable there either. It also screws up when adding a
 new brush that isn't a real 3d-object yet. The other version just exits
 when trying to save a non-acceptable brush. But I included it anyway, so 
 you can see what it will look like when I manage to cut all those extra
 lines out.

This is the current version of MakeMap. It's still in heavy development,
but if you're interested you can try it out.

It is a GUI I wrote around my util Makebrush. It handles all the vertex
stuff and leaves the actual converting to the plane format of the MAP
files to the code from Makebrush.

You can start it by typing:

  mm [option]

        -6  select 640x480
        -8  select 800x600

MakeMAP will start in a 1024x768 resolution as default (unless you use one
of the above options of course).

Theoretically it is possible to create a MAP file with it, although you
have to add all entities by hand. Another pretty bad thing is that it 
doesn't keep track of all the textures yet (just one per brush), so some 
more advanced levels will look pretty weird after importing and then
saving them with MakeMAP.
As I said, the whole thing is far from ready. It took me less than a week 
to write this (not counting the functions I added from Makebrush), so don't
expect anything brilliant.

The most important thing is the F1 key. This will describe every key
that has a function in MakeMap.

MakeMap has a XY (left top window), XZ (right top window), 
YZ (left bottom window) and hopefully soon a 3d view (right bottom window).

Every window has it's own mouse cursor that will show the currently
selected position by the mouse. The curser (moved by the Arrow keys (use 
Ctrl+Arrow or Alt+Arrow for different speeds) and hopefully soon with the 
mouse) is colored grey.

To change the active mouse cursor you can just move into the window you
want or press Tab (or Shift Tab) to cycle through the cursors without
changing the positions of the cursors.

MakeMap always hilights the vertex that is closest to the 3D-mouse cursor.
So if you are wondering why the cursor is on top of a vertex, but a differnet
one is highlighted, look in the other windows as well and change the cursor
position there.

You can add vertexes by hitting the INSERT key. To select a 
highlighted vertex just use SPACE. To select a whole brush, highlight
a vertex and hit ENTER (several times to cycle through all the brushes
your highlighted point is part of).
To create a new brush, select all the vertexes and hit 'b'. To add a
vertex to a brush, select a brush (with ENTER, just selecting all vertexes
doesn't do the job yet), highlight the vertex to be added and type 'a'.
Removing a vertex from a brush is done the exact same way, but type
'r' instead. (Note: Removing a vertex doesn't delete the vertex itself, it
just isn't part of the brush anymore. The same is true for deleting. Deleting
a brush, doesn't remove it's vertexes. And you cannot delete vertexes that
are still part of a brush. If you want to remove a brush including all the
vertexes, just hit DEL twice. Once to remove the brush. After that all of
the vertexes will still be selected, and then again to delete the vertexes.)
If you want to unselect all vertexes at once just hit ESC.

And no, you cannot move vertexes around yet, just remove the vertex and
add a new one at the position you want.

I know this version is less than an alpha, but someone on
rec.games.computer.quake.editing complained about noone releasing anything,
so here is my current version.

I wrote this on 8/13/96. Considering I started with the GUI less than a
week ago, you can imagine that nearly everthing will change in this editor.
I just released this to give you a first view on my editor.

I will add a 3d-view to highlight and select vertexes. But you won't be able
to move or add anything there, because it's far too unprecise.

Currently I'm not interested in bug reports. Just note one thing: If you
shouldn't be able to move the cursor anymore, then type 'mode co80' blindly
and you will probably be back at the nice DOS-Prompt. This is most likely
to happen while loading and saving, because this is handled by the code I
added from Makebrush and it will exit if there is an wrong brush
(not enough points, all points on one plane etc.) You can read the file
ERROR that is generated by MakeMAP and it will tell you what happened.
So, save often and to different filenames or all your work will be lost if
an error occures while saving to your original filename.

What I would be interested in is you opinion of the highlighting and selecting
method used. Is it understandable how to move the cursor in the three
dimensions? (Although I will add a 3d-view to make orientation much
easier.)

Comments to: Lars@b-man.ruhr.de
