New - version .98

  ( source included in src.zip ... originally compiled with djgpp )

  now supports pcx/bmp/lbm formats.
  -- also supports palette entries.
  to add a palette, just make an entry
  with the palette file and a wadname
  of 'palette'.. like so:
  --------------------------
  qpal.pal palette
  --------------------------
  and the file will be written to the
  wad as a palette.

  also handles comments... to add a comment in a script file,
  just use '//' as you would in programming... like so:
  --------------------------
  qpal.pal palette // this is the palette file
  --------------------------
  I *think* it works. I'm very bad about thorough testing :)

  another note: if the program exits with an error, the
  .wad file will be incomplete ( there will be no wad directory
  in the file ) ... so uh.. don't try to use the wad until
  it pcx2wad makes it all the way through.

===========================================

okay, this is a very easy program to operate -- 
simply make a script file for pcx2wad.. for example:

----script.txt-----
tech06_2.pcx    TECH06_2
stairs.lbm      STAIRS
crate0~1.bmp    CRATE
-------------------
  note: pcx2wad only requires that the filename and the image's wad name
        be located on the same line, with whitespace in between.
        a new line must be used for each file and image-name pair.

by running "pcx2wad script.txt wadfile.wad", a file called 'wadfile.wad'
would be created, and it would contain 3 mip textures: TECH06_2,
STAIRS, and CRATE. Use these names in .map files to specify which texture
you want each face to have.

when creating images, remember to use widths and heights that
are multiples of 16 ... also use quake's palette to create the images,
since that will be the palette used in the level, NOT the palette contained
within the files.

there seems to have been some confusion with sky textures. some have
said that they do not work, but myself i didn't have any trouble.
( please correct me if the instructions below do not work )
make a 256x128 bitmap, and use the left 128x128 portion for the
partially transparent part of the sky (fast-moving, lower clouds),
and the right 128x128 portion for the further, slow-moving, solid
cloud texture. i'm pretty sure the color index 0 is used for
transparency.

in case you're wondering, this program merely resamples the images
at lower resolutions in order to create the mip textures. while this
defeats the true purpose of mip-mapping, it gets the job done. i'm sorry
about all the horribly-aliased textures that will probably be created
as a result of using this program, but i really need to get started on
other things. ( specifically a new 3ds->map converter )

oh! another note: fullbright colors are the last 32 in the palette
( pretty sure about this ) ... stay away from them unless you want
a particular part of your bitmap to remain fully lighted at all times.

email ac447@rgfn.epcc.edu with any comments or suggestions
(this is probably the last major modification i will make to this program)


