                      _____ _       ___ ______ _____  ____
                     /  ___| |     / _ \|  _  \  ___||__ /
                     \ `--.| |    / /_\ \ | | | |__   |_ \
                      `--. \ |    |  _  | | | |  __| |___/
                     /\__/ / |____| | | | |/ /| |___
                     \____/\_____/\_| |_/___/ \____/
                             - It's a Doom Editor -


                               -- ABOUT SLADE3 --
SLADE3 is a modern editor for Doom-engine based games and source ports. It has
the ability to view, modify, and write many different game-specific formats, and
even convert between some of them, or from/to other generic formats such as PNG.

SLADE3 can be considered a successor to both SLumpEd and SLADE - it combines the
features of both, to create an all-in-one editor. Why does it keep the name of
what was previously just a map editor? Because it still fits :)


                                 -- HISTORY --
SLADE originally started out as an experimental map editor, based mostly on the
oldschool Doom map editor DEU, but with many modern features thrown in, such as
a 3d preview and line drawing. Over the years, it morphed from its original
command line interface to a more modern looking GTK version, and finally a
wxWidgets version that went all the way up to v2.0 beta1. During its lifetime it
has been rewritten from scratch many times (and version 3 is no exception).

SLumpEd, on the other hand, originally started out as a wad/lump editor written
in Visual Basic, called SWad. After discovering the (relative) wonders of
wxWidgets, I set about to rewrite SWad using wx in c, rather than VB which was
rather slow. And so SLumpEd was born, which saw a relatively short period of
development which brought the last version up to 0.7.

After this, both editors were somewhat abandoned due to a general lack of
interest. But, about a year or so later I decided (yet again) to rebuild SLADE
from the ground up, except this time I'd do something different - combine the
features of both SLumpEd and SLADE. And so now we have SLADE3, which will
hopefully be the last complete rewrite of anything ever.


                                 -- FEATURES --
Here is a brief list of features implemented in the current version of SLADE3:

Basic archive/resource editing:
All the basic resource management features you'd expect: Create/Open/Save
archives, import/export, ordering, rename, etc.

Simple tabbed interface:
Open multiple archives at once and switch between them easily via tabs. This
enables simple copy/paste from one archive to another, among many other
benefits.

Many supported game formats:
In addition to full Doom WAD and ZIP/PK3 support, many other game formats are
supported, including:
- Quake PAK/WAD2 and HUD image format
- Build GRP and ART format images
- Shadowcaster DAT/LIB along with most of its image formats
- Amulets & Armor RES, MipImage and UI gfx
- Many more

Advanced text editor:
The SLADE3 text editor can recognise many text based languages, and provide
syntax hilighting, function calltips and autocomplete for them. It also has
a bunch of other useful text editing features such as autoindent and find /
replace.

Graphic conversion:
All supported graphic formats can be converted to PNG/DoomGfx/DoomFlat and more,
with an advanced graphic conversion dialog that provides conversion options and
previews.

Texture editing:
Edit doom composite textures (TEXTUREx) with the easy-to-use SLADE3 texture
editor.

Map editing:
All the features you'd expect of a modern map editor:
- Support for Doom, Hexen and UDMF map formats
- Line/shape drawing, allowing overlapping/crossed lines
- 3d editing mode
- Support for many advanced port features
- Script editing/compiling

For a more complete list of features visit the SLADE wiki Features page here:
<https://github.com/sirjuddington/SLADE/wiki/Features>


                             -- PLANNED FEATURES --
Here are some of the major features I have planned for future versions of
SLADE3:

- Advanced archive operations: merging, conversion, cleanup, etc
- Some kind of 'Project' system which abstracts much of the low-level data,
  making development of very large projects less of a headache

For a full list of planned features visit the SLADE wiki Planned Features page
here: <https://github.com/sirjuddington/SLADE/wiki/Planned-Features>


                                -- DEVELOPERS --
Simon Judd - Project lead, Programming, Artwork
Gez - Programming


							   -- CONTACT INFO --
Preferrably if you have a question you should post it at the forum here:
<http://slade.mancubus.net/forum>

Bug reports and feature requests should be posted as issues over at
GitHub <https://github.com/sirjuddington/SLADE/issues?state=open>

I can also be contacted via email <sirjuddington@gmail.com>