***Upgrading to Quake 2 in Worldcraft*** by Casey ***

I renamed all 2000 files, one at a time, to reflect the directory structure 
of Quake 2's textures, yes it was lame, and NO it couldn't be done with a script.
All the textures (roughly 30) were causing me some problems, 
so I will be releasing them at a later date as time permits.
Presently, this mod lets Worldcraft support about 90% of Quake 2's features.
In order to edit surface properties of brushes, you will still need to use Qe4, 
or edit the .map file by hand (which is undocumented at this time).
Make sure you have read the Danger.txt file before continuing.

The texture wads were extracted by Tattoo of Banished Entertainment.
http://www.sni.net/banished

The .FGD file supplied with this package is not 100% complete, 
and was put together by Taskmaster of the Multiplayer Quake Site:  
http://www.brutality.com/mpq/

Keep checking the Forge for a finished copy of the Quake2.fgd
(which has to be named quake.fgd for Worldcraft to see it)
http://www.planetquake.com/worldcraft

***Installing***
I find that this works much better if you have worldcraft.exe and it's accompanying files installed in the "Quake2\baseq2" directory. (in that dir, not as a worldcraft subdir)

Because of the way Worldcraft uses the Windows registry, 
it is only possible to have one fully working and configured copy of Worldcraft
going at one time. You can install more than one copy, but if you alter the options
or gamedir for one, you'll be altering it for them all.
(if you are crafty, you could write two .reg files and use them to switch between two different WC setups, please don't ask me how)   


Unzip the entire contents of this zip file to your Worldcraft directory.

Edit Worldcraft's =>Tools =>Options and set it to reflect the Quake2 gamedir.
In the =>Tools =>Options go to the Textures tab, 
and remove all the texturewad's from the list,
then add the 3 new new texture wad's, q2e1.wad, q2e2.wad, q2e3.wad. 

*( For the next step you will need a Pak extracting Utility, like WinPak 1.3,
AdQuedit, PakExplorer. Winpack 1.3 seems to work best) 
From the Quake 2 Pak0.pak, copy the entire "textures" directory structure,
and all their files to your Worldcraft directory.
This should be: ...\worldcraft\textures\ . (Around 18 megs, necessary!)

If you are pressed for HD space, you can try to move them from the pak file,
so you don't have them twice, once in the pak, and once out. 
(you need the textures out when compiling your level, the compilers access them)


***Editing***
Ha! It's Worldcraft do what you always done. Worldcraft rocks!
You'll notice that the light properties have a color value.
Do not forget that Q2 supports surface lighting, as well as point lighting.
Surface lighting is light that will emit from any brush you choose, 
and often makes the lighting look more real than point lighting in most places.
To edit surface properties and enable/change brush lighting, 
you must use Qe4 until Worldcraft fully supports it.

***Compiling maps*** (shareware users see below)
It is important that you specified the correct path to your Quake2 directory,
if not, you will receive "gamedir" errors when trying to compile.

Only use the "expert" part of the process your map utility.
Here are the compiling options for Q2, and their parameters.
Edit the "expert" section and add these options, in this order.
It is not presently possible to use the "normal" section with Quake 2 maps.
*See runlevel.gif included with this mod.

qbsp3.exe $path\$file
qbsp3.exe -nofill $path\$file
qbsp3.exe -onlyents $path\$file
qbsp3.exe -notjunc $path\$file

qvis3.exe $path\$file
qvis3.exe -fast $path\$file

qrad3.exe $path\$file

quake2.exe +map $file

Copy File $path\$file.bsp $gamedir\baseq2\maps\$file.bsp

***Shareware users***
you can't use the expert section, sorry, so try this.
Rename the map compile progs.
qbsp3.exe to qbsp.exe
qvis3.exe to light.exe (that's right)
Qrad3.exe to vis.eve (really!)

on the check boxes, just use normal bsp
and normal light, and normal vis, and your level should process ok. 


Happy editing.
My e-mail address is casey@burningchrome.com
