Update README.md, clarified common option, added windows binary
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README.md
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README.md
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#reflex2q3
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#reflex2q3
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Converts Reflex maps, both version 6 and 8, into id Tech's .map format.
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Converts Reflex maps (Version 8 and below) into id Tech map files. A pre-compiled [Windows executable](https://u.teknik.io/eOmo5.zip) is available.
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####Requires
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####Build Requirements
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* [Eigen 3, C++ template library](http://eigen.tuxfamily.org/index.php?title=Main_Page)
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* [Eigen 3, C++ template library](http://eigen.tuxfamily.org/index.php?title=Main_Page)
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####Building:
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####Building:
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```bash
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git submodule update --init --recursive
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git submodule update --init --recursive
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cd ReflexToQ3
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make
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make
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```
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####Minimum to convert map (geometry only):
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####Convert map geometry:
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```bash
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./reflex2q3 [input].map [output].map
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./reflex2q3 [input].map [output].map
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```
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####View complete list of arguments:
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####Convert map geometry and entities:
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```bash
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./reflex2q3 [input].map [output].map -e [entity file].ent
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```
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We've provided Quake 3 and Xonotic entity conversion files (r2q3.ent and r2xonotic.ent). To create entity files for other games built on the [id Tech 3](https://en.wikipedia.org/wiki/Id_Tech_3) engine or previous [id Tech](https://en.wikipedia.org/wiki/Id_Tech) engines, refer to our [Reflex entity documentation](https://git.teknik.io/scuti/reflex2q3/src/f2b0341da38b82ad4f0a0cf258b0f6e6d8335fda/docs/doc-entities.txt), our sample .ent files, and relevant documentation for your game.
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####List all command line arguments:
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```bash
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./reflex2q3 --help
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./reflex2q3 --help
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```
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####Compiler(s)
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####Compiler(s)
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* mingw-w64, GCC 5.3.0
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* mingw-w64, GCC 5.3.0
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