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<H2> 4.3 Quake Map Converter (<CODE>map2cs</CODE>) </H2>
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<P>

<EM>Written by Thomas Hieber, <A HREF="mailto:thieber@gmx.net">thieber@gmx.net</A>.  Last updated 19
March 2000.</EM>
</P><P>

Currently, Crystal Space has reached a state where it can be very rewarding to
create some maps for Crystal Space.  That's where `<TT>map2cs</TT>' comes in
handy.  It allows you to convert maps created with mature Quake map building
tools to Crystal Space's map format.
</P><P>

People new to `<TT>map2cs</TT>' may be interested in the accompanying tutorial
(see section <A HREF="cs_87.html#SEC185">5.5 <CODE>map2cs</CODE> Tutorial</A>), and all users (new and old) may benefit from the
accompanying reference information which follows.
</P><P>

<BLOCKQUOTE><TABLE BORDER=0 CELLSPACING=0> 
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="cs_64.html#SEC145">4.3.1 Reference for `<TT>map2cs.cfg</TT>'</A></TD><TD>&nbsp;&nbsp;</TD><TD ALIGN="left" VALIGN="TOP"></TD></TR>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="cs_65.html#SEC148">4.3.2 Classnames and Keys</A></TD><TD>&nbsp;&nbsp;</TD><TD ALIGN="left" VALIGN="TOP"></TD></TR>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="cs_66.html#SEC149">4.3.3 Invoking</A></TD><TD>&nbsp;&nbsp;</TD><TD ALIGN="left" VALIGN="TOP"></TD></TR>
<TR><TD ALIGN="left" VALIGN="TOP"><A HREF="cs_67.html#SEC150">4.3.4 Game-Specific Data</A></TD><TD>&nbsp;&nbsp;</TD><TD ALIGN="left" VALIGN="TOP"></TD></TR>
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