Meta2tr v7a  01/01/13
=====================

Meta2tr is freeware. It converts TR4 level files to
and from Metasequoia files.

To play the demo level, simply extract the zip to a
new folder and run tomb4.exe.

To make use of all of meta2tr's features, you will 
need Metasequoia version 3.1 or later 
(http://www.metaseq.net/english/download.html). It is 
free and it doesn't expire. It doesn't export DXF, 
so you may want to keep the LE version as well.

For easier editing, set the grid to in Metasequoia
to 1 x 1 (View->Grid->Mesh section, set Size=16, 
Interval=1). Then 1 grid sector will be the same as 
1 in game sector.


Installation instructions
=========================

1. Copy meta2tr.exe in the download to your 
   trle\data\ folder. 

2. Install the room shader in the download.
   This shader allows Metasequoia to render room 
   lighting as it is in the game. To install it,
   follow these steps:
   - make sure you are running Metasequoia version 
     3.1 or later
   - close Metasequoia
   - go to the directory where Metasequoia is 
     installed
   - open the "HLSL" subdirectory 
   - make a back up copy of the files "blinn_t.fx"
     and "vs_c.fx"
   - copy the files in the "Room Shader"
     directory in this download into "HLSL"
   - restart Metasequoia.
   - set the rendering method (top button in the
     View panel) to "DirectX"


Using meta2tr
=============

1. First create your level in the level editor.
   Depending on what you are planning to edit
   in MetaSequoia, prepare collision in your
   project as necessary. Texture your level.
   Then generate your TR4 level file.

2. Drag and drop your TR4 file onto the meta2tr
   icon in file explorer. It will generate several
   mqo files and several bmp files for the rooms
   and the objects in the whole level.

3. After editing, drag and drop your edited files
   (MQO or BMP) onto meta2tr to generate a new TR4
   level file with your edits integrated. You can
   keep editing and reinjecting your changes into
   the level as many times as you want. You can
   drop multiple BMP files onto meta2tr, but only
   one MQO or TR4 file.

If you have a question, post it or pm me (Meta2tr) at
www.tombraiderforums.com. There are some tutorials on
the official site too: 
http://sites.google.com/site/meta2tr/home


Limits
======

Use at your own risk. Make back-up copies of your TR4
files.

The demo levels were not made and are not supported by
Core Design Ltd. and Eidos Interactive.


What's new
==========

v7a (Release date: 01/01/13

- Fixed a bug related to the table of tile ranges
  that's displayed at the end of the conversion. This
  table is no longer displayed if objects have been
  merged into the map.

v7 (Release date: 31/12/12)
- Export/import of room collision. Avoids having to 
  return to NGLE to edit this. 45 walls, 45 steps on 
  floors and on ceilings can be created.
- Animated textures can be placed on statics and 
  moveables.
- Materials can be in any order in the MQO file and only
  those materials used in the objects need be present
- zlib.dll is no longer needed
- Importing multiple MQO files in one drop now loads 
  them in alphabetical order
- Improved error messages and warnings
- Portal objects on walls (for doors between rooms) have 
  new rules:
  1) they cannot be made narrower.
  2) they can be made wider, but no more than 0.99 sectors
  on each side.
  In practical terms these new rules aren't restrictive.
  Remember that the portal object is like a curtain, it has 
  to completely cover the opening in the visual geometry,
  so it never needs to be made narrower. The opening in the
  visual geometry can be made wider, but since collision
  doesn't follow, it would rarely need to be more than one 
  sector wider on each side.
  

v6 (Release date: 11/02/11)
- Fixed problem that made objects appear too bright
  in Metasequoia
- Added a feature that allows Statics and single-meshed
  movables to be merged into RoomAll.mqo when converting
  a TR4 file to MQO/BMP.
- Import/export of sprites.
- Import multiple MQO files in one drag and drop
  operation.
- Wave movement and moving reflection effects in rooms
  are exported and imported through vertex weights.
  These effects can be edited in RoomAll. 
- Fixed creation of report.txt for Windows 7.
- Additional tiles can be imported (for levels with
  no bump mapping only).

v5 (Release date: 17/07/10)
- Demo level updated.
- Import/export of animated textures ranges.
- Import of collapsed and crossed uv polygons.
- Automatic correction of uv polygons that span two
  zones.
- Import/export of movable mesh-trees.
- Automatic vertex renumbering for skin-joints
- Arbitrary vertex numbering (for the HAIR object for
  example)
- Collision boxes for statics can be set in
  Metasequoia
- Visibility boxes for statics are automatically
  adjusted to the extents of the object
- Download includes new custom pixel shader for
  Metasequoia so that room lighting is displayed the
  same as in the game
- Download includes an import script for Blender
  2.49b (Blender can then be used to reproject uv
  maps).
- Fix that prevents surrounding vertices going white
  when vertex painting an unlit room mesh

v4a (Release date: 25/12/09)
- Bug-fix release (TEMP path fix)

v4 (Release date: 09/09/09)
- Import/Export of individual meshes of Movables and
  Statics
- Import of multiple BMP files in one session
- A report text file is generated with each
  conversion

v3 (Release date: 21/04/09)
- All rooms and portals exported in RoomAll.
- Demo project updated

v2 (Release date: 11/10/08)
- Lighting editable.
- Demo project created.

v1 (Release date: 19/04/08)
- Initial release: export and import of 1 room per
  mqo file
