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.