Please do not email Ritual Entertainment with questions about the tools or the
source, we do not have the resources to support the source or the utilities.
They are provided as is, and are meant for the hardcore hackers out there.

SIN TOOLS ( Release Version )- 12/01/98

Not too many changes in the tools between the demo and the release version.
Any maps that you built for the demo will have to be rebuilt with the release
tools to be compatible with the release version of Sin.

I am including the actual plugins for all the MAX plugins this time, sorry
about skipping those before.  The archive is now split into two parts, the
executables and sample data, and the actual source code for the tools.
Download which ever ones you think are appropriate.

SIN TOOLS - 10/16/98

SINED and the BSP tools are all compiled as DEBUG versions, that is how we use
them internally.  There are known problems with the RELEASE versions, and if
you want to fix them, that is up to you.

There is a lot of source code here, here is the break down:

bsp - BSP tools
        bspinfo3 - SIN modified bsp info program
        qbsp3 - SIN modified BSP utility
        qrad3 - SIN modified radiosity utility
        qvis3 - SIN modified visibility utility
ascout - ASC exporter for 3DSMAX
ascout2 - ASC exporter for 3DSMAX 2.0
common - common files for all utilities
fixup - simple text search/replace util
makepak - Sin pack file creator ( Demo is old Q2 pak format, full game is Sin
format )
palgen - PAL file creator used in sin (run with -t and single TGA file)
samout - SAM exporter for 3DSMAX
samout2 - SAM exporter for 3DSMAX2
sbmout - SBM exporter for 3DSMAX
sbmout2 - SBM exporter for 3DSMAX2
sindata - SWL texture grabber
sined - SinEd, Sin's editor
texin - ASC importer for 3DSMAX that generates texture coordinates
texin2 - ASC importer for 3DSMAX2 that generates texture coordinates
texusage - generates batch files of all textures used in a level
tgaout - TGA exporter for 3DSMAX that generates skin texture

Any files that are based on Q2 source have extensive "SIN" conditional compile
statements that differentiate SIN source from Q2 source.  This was done to
allow us to clearly see what changes we had made to the original source code.

Thank you and good luck,

Scott Alden, Mark Dochtermann and Jim Dosé

The Sin Programming Team

Installation notes by EutecTic

---------------------------------------------------------------

INSTALLATION:

In order for SinEd to work right out of the zip, create a folder called "tools"
at the root of the hard drive on which you want to install it (eg C:\tools,
D:\tools, etc.) and unzip the files into it. We have found that it is essential
to do it this way in order for the editor and compiling utils to work properly.

To run the editor, run runsined.bat in sin/bin or you can create a shortcut
on your desktop by leftclick-dragging sined.exe on your desktop. Go the
properties tab and add the following to the command line (Target field):

C:\tools\sin\bin\sined.exe ..\base\scripts\sample.sed


ADDING MODELS, TEXTURES AND SOUNDS:

First make sure you have at least 400Mb of available disk space for
the following procedure. The file pak0.sin contains all the models,
textures and sounds of the game and its about 190Mb in size. Once
you extract the files from it, the amount of used disk space will
at least double. The file pak4.sin is created when you patch Sin to
V1.01. It contains the necessary updates to the files extracted from
pak0.sin and is about 54Mb in size. Please follow the procedure below
in sequence as it will avoid filling up your hard disk unnecessarily
and will make the final clean-up easier and safer.

- create a temporary folder at the root of your HD and name it
  'tempsin' (for example).

- copy pak0.sin from the game's base folder to this folder.

- copy the makepak.exe utility to this folder.

- open a DOS window, do a cd \tempsin and run:

	makepak -u pak0.sin
	
- delete the temporary copy of pak0.sin, you don't need it anymore.
  
- repeat the process with pak4.sin.

- move the models, textures, env and sound folders into the base
  folder of SinEd (/tools/sin/base).

- The models folder is close to 45Mb, the textures folder is 33Mb.
  Both these folders are required so again, make sure you have enough
  disk space.

- The env folder is around 6Mb and is required for sky textures.

- The sound folder is not absolutely necessary but if you don't
  include it, you won't be able to play-preview the sounds of
  trigger_speaker entities using SinEd's 'play sound' button in
  the entities window. The sound folder takes 22.5 Mb of disk space.
  If you can afford it, I strongly recommend including it.

- You can now safely delete the entire temporary folder.


FINE-TUNING THE MODELS FOLDER (OPTIONAL):

In the development of 3D games, there are always entities which
are started and later dropped for various reasons. Sin is no
exception to this rule. This is why certain .def files point to
models subfolders which do not exist and thus, the model, animation
and skin files do not exist either.

These are called 'dead' .def files and the only consequence of their
presence is that a certain number of obsolete entities and models
will appear in SinEd's entity selection window or right-click pop-up
menu. Here is the list of those dead .def's and the entities that
they define:

grunt_low_ass.def (Monster_LowGrunt_AssaultRifle)
grunt_lowpoly.def (Monster_LowGrunt_None)
grunt_low_rckt.def (Monster_LowGrunt_RocketLauncher)
humv.def (vehicles_humv)
humv_sintek.def (vehicles_humv_sintek)
humv_tan.def (vehicles_humv_tan)
lavabubble.def (gib_lava_bubble)
lavarock1.def (gib_lava_rock1)
lavarock2.def (gib_lava_rock2)
lavarock4.def (gib_lava_rock4)
lavarock5.def (gib_lava_rock5)
meathook.def (items_meathook)
password2.def (inventory_passcodesilo)
pulsefx.def (fx_pulsewavefx)
software2.def (deskitems_software2)
software4.def (deskitems_software4)
stalag.def (world_stalagtite)
stump.def (world_stump)

Also, you will notice that there is a 'model' menu item that appears
in the right-click pop-up menu and the same series of 'model' prefixed
items also appear in the entity selection window. Even though those are
also defined by .def files, they are not entities as such but simply
insertable models to "decorate" your maps. You can set the scale, anim
and angles keys for those just the same as regular model entities.

But also like some of the entity .def files, some of those are also
dead. Here's the list:

detonator.def
engine.def
spraygun.def

There are also a certain number of those .def files which aren't
dead but don't generate proper models when inserted. Those are used
by other parts of the game but you can safely remove those .def
files too since the game will use the ones in the PAK files anyway:

genrocket.def
pulseshock.def
qp_burst.def
tech_general.def
thrallfire.def
tri.def
view_*.def
xyz.def

You can delete those manually or run the DOS batch file I included
in the bin folder to do this automatically if you want. Just open
a DOS window, change to the \tools\sin\bin directory and type:

delddefs

Of course, this is entirely optional and you can skip this step
entirely if you don't feel comfortable with it. Just don't email
me asking "Why doesn't this entity appear in my map?". All the
information you need is right here.


ABOUT MODIFYING YOUR SAMPLE.SED FILE:

As such, this file is already set for things to work properly if
you followed the installation instructions above so I would
definitely recommend against modifying your SinEd directory tree
and changing the various "path" type statements in sample.sed.
That is, quite plainly, asking for trouble.

However, there are some things that you can modify without creating
problems. Just make sure you keep a back-up copy of the original
file handy if things should turn sour.

1. Changing your default text editor for Sin scripts:

SinEd uses NotePad as its default text editor for Sin scripts.
But if you prefer to use another editor than NotePad, just add
this line to your sample.sed file:

"scripteditor" "c:\progra~1\ultraedt\uedit32.exe" (example)

Simply replace the path and name in the above example for the
location and name of your favorite text editor's .exe (Note: word
processors like MSWord and Wordperfect are NOT text editors,
don't use those to write scripts).

Whenever you click on the 'SCR' button in SinEd's toolbar, this
will launch your text editor and open a file with the same name
as your map file (but with an .scr extension) automatically. This
allows you to have both a SinEd and text editor window open so you
can work on your map and script at the same time.

2. Changing your default key assignments:

At the very end of the file, there is a section that assigns various
menu functions of the editor to hotkey settings which looks like this:

{
   "KEY_MOVE_FORWARD"               "up"
   "KEY_MOVE_BACKWARD"              "down"
   "KEY_MOVE_LEFT"                  "comma"

...etc.

}


If you want to change to what key each function is assigned, just
change the key name between double quotes in the right hand side
column to the key you wish. Don't change the left hand side column
values. The mouse buttons functions cannot be customized.


COMPILING YOUR MAPS:

Do not use SinEd's compilation functions in the BSP menu. Those are
the original qe4's built-in functions which were designed for Unix
platforms. They will not work on a Win95 or WinNT platform.

Instead, make sure you always save your maps in the 'maps' folder.
Once you're ready to compile, open a DOS window and change the current
working directory to SinEd's bin directory:

cd \tools\sin\base\maps

Then use the DOS batch file make.bat to compile your maps using the
following command in the DOS window:

make mapname

'mapname' being the name of your map (no file extension).

If you want to see all the command line options possible with qbsp3,
just use qbsp3 with no arguments. If you're still in the maps folder,
you'll have to type:

../../qbsp3

The same goes for qvis3 and qrad3. Then you can select from those
list of options and edit make.bat to add them to their respective
command lines. Or can make copies of make.bat and customize those
according to the several types of compilation you need (vis -fast,
bsp -onlyents, qrad -extra, etc.).


WORKAROUND OF THE "GL CONTEXT ERROR" PROBLEM:

When you first open SinED, you might get a "GL context error" and the
editor will close right after. Here's a workaround for this:

- Start Sined, when the first error dialog box shows up, DON'T click
  OK right away.

- Using the Start button and "run", re-run runsined.bat or your desktop
  shortcut. Do this at least TWICE without closing the previous Sined
  window.

- Then hit all the "OK" buttons in the dialog until everything is closed
  and re-run the batchfile or shortcut. It should work now.

- It should open without any problems afterwards until the next time you
  re-boot or shut down your machine.


GETTING FAMILIAR WITH SINED'S INTERFACE:

There are 2 .doc files in the docs folder. You can open these files with
either WordPad or MS Word95 (or later version).

SinEd Help file.doc :

This is a list of SinEd's key and mouse button assignments. I strongly
recommend that you make a printout of this file (2 pages) and keep it
handy.

SinEd Support Help_.doc :

This is an in-depth document on the brush surface properties.

There are also several qe4 and QeRadiant tutorials available on the
web at these following addresses:

http://rogue.stomped.com/tutorial/tutorial.htm
http://www.relux.com/quake2/qe4_quake_ed_rev_40_manual.htm
http://www.planetquake.com/ravage/

And of course, to get in-depth information on the entities
and SinScript, visit The Node at:

http://www.ritualistic.com/node