id's QuakeED 4 -------------- Description: id's map editor. Don't bother running this on a system without OpenGL acceleration. It works (slowly), but you'll be sad. Permedia II boards with 8 meg are only $200... We don't have any documentation on using the editor. Sorry. Every save or bsp, the editor renames the current .map to .bak, then writes all brushes and entities to the .map fuke. If the editor is in region mode, it will also produce a .reg files containing only the regioned brushes. (currently, it only does this when you actually run a bsp command, not if you just do a file->save). (For more information on Qe4, visit The QuakeLab 2 at http://www.planetquake.com/QuakeLab/QuakeLab2/) Usage: qe4.exe Reads the /quake2/baseq2/quake.qe3 configuration file, which contains the following key / value pairs: "basepath" : the path to the game directory on the local machine "remotebasepath" : the path to the game directory for bsp commands. This may be different if the bsp machine runs unix, or has drives mounted differently. "wads" : a space seperated list of all the texture wad files. These will be added to the textures menu. "wadpath" : an optional key that lets you get the wad files from someplace other than the basepath. We use this so that people working over ISDN can avoid the texture load times, but still have map data sent over the network so the bsp machine can read it. "autosave" : specifies the full path used to autosave the current map every five minutes. Should not be on a shared drive, or multiple editors will conflict. "bsp_*" : any keys that begin with "bsp_" will be added to the bsp menu. Any $ characters will be expanded to be "remotebasepath" + current map name. @ characters will be changed to quotes, but that currently isn't needed in any of our commands. If you want to bsp on your local machine, remove the "rsh seera" strings from every bsp command, and set "remotebasepath" to the same thing as "basepath".