What's New for Worldcraft 1.6?

Worldcraft 1.6 represents a major upgrade in terms of usability and expandability.  The most obvious new feature in this version is the added support for Quake II (and Hexen II) maps.  

Quake II and Hexen II support
Game Configurations and Build Programs tabs have been added to the Options dialogs to allow you to build and tailor game profiles.  Standard and custom profiles can be setup in a matter of seconds.

Besides the initial setup configuration, a number of features have been added or expanded upon for greater usability.  It is now possible to add both Quake2 PAK files and WAL file directories in the Texture Options dialog, as Quake II stores its textures in a WAL format within the PAK, as opposed to within the BSP files (as was done with Quake I).  MakeTex has been modified to extract .WALs as well as .WADs, and the .WALs will be stored in their appropriate directories.

The Texture Application tool has been modified to include the ability to edit the Quake II surface attributes. It is now functionally equivalent to QE4, although it does address some problems found in that editor (being able to modify several solids' surface properties without changing their textures is a nice feature).

The texture browser has an option to display all textures or only the textures currently in use.

One of the noticeable improvements in Quake II is the colored lighting and Worldcraft makes picking colors a snap.  Any entity key that takes a RGB number as a value now has a "Pick Color" button associated with it which will bring up Windows' default color choosing dialog.  Picking a color is as easy as clicking on the color chart.

Miscellaneous
Checking for leaks no longer needs to be a time consuming process.  Included now is the ability to load a pointfile (leak file) directly into your map, where its course  will be plotted in a thick red line.  This option is available from the Map menu.

Checking for problems will now diagnose and fix brushes with mixed content flags.

To aid in the creation of expert compile profiles, a Build Programs tab has been added to the options dialogs, where you can specify the game executable, bsp, light, and vis programs for use with each game profile.  When used in the expert compile dialog, these programs can be referenced by using $game_exe, $bsp_exe, $light_exe, and $vis_exe.  The Build Programs settings also determine which programs will be used when compiling using the normal compile setup.

