MipView 0.2 By Mark Johnson (johnsond@admin.fcbe.edu.on.ca) Source code available on request Copyright 1996, all rights reserved This program is freeware! It may only be distributed electronicaly on a non-profit basis. Quake is a TradeMark of id softwear. This is a small bsp file texture viewer\editor. The zip file should contain these files: MIPVIEW.BAT <-- Execution file GRAPBMP.EXE <-- Mip viewer PALETTE.LMP <-- Color palette UNBSP02.EXE <-- Texture extracture (courtesy of Raphael Quinet and QEU 0.3) UNPACK.EXE <-- Quake pack unpacker README <-- This file Before you run MipView 0.2 copy the unpack.exe file to your Quake directory and run it, (if you haven't already done so). After unpacking the Quake pack file, go to the "maps" directory and rename the file you want to edit. After editing, run your new map file instead of the normal test* files. To run MipView 0.2 just type: MipView ensure your bsp filename has the .bsp extension on it. Ex: MipView c:\quake test1.bsp <-- If Quake is on your c: in a "quake" directory MipView d:\games\quake test2.bsp <-- If Quake is on your d: in a "games\quake" directory NOTE: MipView will require about 300K of hardrive space to run. When MipView has been loaded, youre screen will be in 320x200 256 color mode, (mode 13h). On the screen will be the first texture, it's height, width, scale, name and index number. To move from texture to texture use the < and > keys. To change scales use the / and ' keys. To extract a texture into a 256 color bitmap, press `s'. The bitmap will be the first 8 characters of the texture name with a .bmp extension. WARNING: certain files will have the same bitmap name when extracted and will be overwriten if the name is not changed. NOTE: An extracted bitmap file, (due to the dark palette), might look black in a graphics editor. If you use gamma correction or brightness correction, the bitmap can be seen better. To import a bitmap over a the current index press `l'. The bitmap will have to be in your MipView directory. After you've pressed `l', you will be prompted for the bitmap name. A preview of the bitmap in the Quake palette will be presented. You will be asked if you want to overwrite the current texture. If you answer yes the current texture will be over writen by your bitmap. WARNING: changes are permanent. Once you have imported a bitmap, it cannot be undone. Remember to back you your BSPs constantly. NOTE: MipView will only accept bitmaps which have the same height and width as the texture. As well, it will only afect the scale on which you imported it. You will have to make a different bitmap for each scale. (Unless you want some neat texture effects) To enter a small help menu press `h'. When you want to exit press Escape. After you exit, the program will update your BSP file. NOTE: MipView 0.2 is still beta. There are still bugs in the program. If you find any such bugs please E-mail me. It will lessen the time between new and improved versions. The author claims no responsibility to what this program may do. ****************************USE AT YOUR OWN RISK****************************** For the future.... Animating multi-frame textures(?), Inline editing of textures, Adding textures. Special thanks to.... Raphael Quinet, for use of the QEU 0.3 source code. The writers of the Unofficial Quake Specs. Improvements over version 0.1 Extracting and importing of bitmap files Help menu