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/idgames/utils/bsp_pak_tools/pak2wad.txt |
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PAK2WAD - Converts all textures within a PACK to a WAD2
written by Brian Curnow, bcurnow@sonnet.com
Groundwork research for PAK2WAD by Brian Curnow and Drew Dibble
This program can generate the WAD you need to use with QBSP.
For example, GFX/MEDIEVAL.WAD, if you tried to QBSP dm1.map.
The WAD created by this program can actually be renamed to any
of the *.WAD names that might be used by a MAP file. When you
want to compile jrbase1.map, simply rename the file BASE.WAD.
http://www.sonnet.com/usr/bcurnow/
Tools used:
MSVC22: from Microsoft
Thanks to: Woofer, and lassa on #quakemap for your help while we
were figuring this WAD and PACK stuff out. Also to tokay for
dropping by. Hope you kicked Avatar's butt!
USING WITH QBSP
======================================
The map file usually has a reference to a WAD. You might want to
change the referenc *before* compiling. For example, if you
generate a WAD called FULL.WAD, you can change the string
gfx/medieval.wad in DM1.MAP, to full.wad, and then run qbsp. Make
sure the WAD is in the same dir you run QBSP from, otherwise it won't
find it.
FYI: (This info helps indicate what you can expect from your hardware)
Running QBSP on DM1 grinds the hard drive like mad with 32MB; going
to 64MB makes it fly by. LIGHT doesn't seem to need very much of anything.
VIS require *lots* of CPU time. If you have to pick more CPU or more RAM,
I would pick more RAM. QBSP is a real dog when it can't fit the whole
data-set in memory at once.
Jrbase1 took 840seconds with 64MB in NT, and created a swap file > 100MB.
Light took about 130 seconds, and VIS took 1300 seconds. The CPU is a
PPRO 200.
Drew had access to a 4 processor DEC Alpha with gobs of RAM, and it was
incredibly fast. I don't have the timings right now, though.
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