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SKINSPEC.TXT
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---------------------
D O O M L E G A C Y
---------------------
S K I N S S P E C S
----------------------------------------------------------------------------
Written by: Denis Fabrice
Last updated 25-Aug-1998
--------
CONTENTS
--------
[0] First note
[1] Overview
[2] Implementation
[3] Example
[4] Technical blurb
[4-1] Skins and sprites in pwad.
[4-2] Same resource name on different pwads.
[5] Tools
--------------
[0] FIRST NOTE
--------------
If you have problems creating Skins wads for Doom Legacy,
and can't find the answer to your questions in this documentation
mail to: legacy@newdoom.com
------------
[1] OVERVIEW
------------
Let's first have an overview of what defines a Skin:
S_SKIN:
-------
Each skin in a pwad is identified by a 'skin marker': this is
a resource by the name 'S_SKIN'. The resource contains data in
the form of a text file, which describes what is replaced by
the skin, and gives the name of the skin.
Skin sprites:
-------------
A skin is basically a sprite replacement for the player avatar.
ALL the frames of the player sprite must be replaced : this
includes the normal run, attack, hurt sequences, as well as the
'normal' death, and the 'explode' death sequences.
Skin face:
----------
Though the status bar face is viewable only by the player who
uses the skin, it may be replaced in order to be consistent
with the player character appearance. As soon as we ran some
tests with a 'Leprechaun' skin, and saw the marine's head in
the status bar.. we added support for replacing the status bar
face. Like the sprites, _ALL_ the face graphics need to be
replaced, if some are not defined, the game will quit.
Skin sounds:
------------
To make it more fun, a skin can have a set of up to 10 sounds
replaced, these are called the 'skin sounds'. Skin sounds are
replacements of a set of the original Doom sounds, which are
given out only by the skin that defines them. All the sounds
need not be replaced.
------------------
[2] IMPLEMENTATION
------------------
Now on to implementations:
S_SKIN resource format:
-----------------------
The content of S_SKIN is just a simple ASCII text file.
If you put more than one skin into a wad file, there are effectively
multiple resources of the same 'S_SKIN' name. If this is a problem
you can add any characters after the 'S_SKIN' letters, so that
your wad editor doesn't complain. Example: S_SKIN1, S_SKIN2, ...
Legacy will search only for the first 6 letters.
Format of the text file:
// comments start with '//'
name = <skin name> <- give the name of your skin max 16 chars
NO SPACES!
sprite = XXXX <- identify the sprites to use for this skin
4 characters, optional.
face = XXX <- identify the status bar face graphics to
use for this skin. MUST be 3 characters
dsouch = dsXXXXXX <- replace one of the 10 customisable sounds
dsplpain = with a new sound. The new sound name MUST
dspdiehi = start with letters 'DS'
dsoof =
dsslop =
dspunch =
dsradio =
dspldeth =
dsjump =
dsouch =
-----------
[3] EXAMPLE
-----------
An example is better than 1000 words, so here we go.
Here's a sample of a text file that you could have into the 'S_SKIN'
resource:
----------------------------------
// Terminator skin by xxx mail me yyy@myhouse.com
name = terminator
sprite = TERM
face = TER
dsouch = dstmouch
dsplpain=dstmpain
dsslop = dstmexpl
----------------------------------
As you see each line looks like: <property> = <value>
Let's study each line one by one:
// Terminator skin by xxx mail me yyy@myhouse.com
This is just a comment line. Comments start with '//'.
Use comments to put author information. The comments
are not displayed anywhere into the game, but they may
be useful if someone hacks your wad, he/she'll know
where it comes from and who did it.
name = terminator
This tells that the skin name is 'terminator'.
The skin name is displayed in the multiplayer->setup menu.
It is used by the 'skin' command, in the console. You would
type 'skin terminator' at the console to change the skin
manually, of course it's easier to use the multiplayer menu.
The skin name must be UNIQUE : if there are two skins in
a wad with the same name, whatever different may be the
graphics, only the first skin will be used.
The skin name is also displayed in the TEAMPLAY Rankings,
when using 'teamskins'. Since each team is identified by
a skin in 'teamskin' mode, the rankings would show like this:
107 LEPRECHAUNS TEAM
98 TERMINATOR TEAM
As you see, the name of the skin is used as the name of the
team.
If you don't specify the name of the skin, it receives a
name like 'SKIN 1', 'SKIN 2', etc.. not fun.
ATTENTION: the name can't have spaces in it... for example
a name like 'blues brothers' will make Legacy quit with
a message like "unknown 'brothers' keyword". We should fix
that later.
sprite = TERM
Tells the name of the sprite to use for the skin. Sprites in
Doom uses only 4 letters, the original player graphics sprite
is 'PLAY'. The line above tells Legacy to look for TERMA1
instead of PLAYA1, TERMA2A8 instead of PLAYA2A8 etc...
It is not needed to rename the player sprites like this.
It is usually simpler to put all the sprites _JUST AFTER_
the S_SKIN resource. Example:
S_SKIN
TERMA1
TERMA2A8
TERMA3A7
TERMA4A6
etc...
Note that if you put the sprites just after S_SKIN, the sprite
name doesn't matter, Legacy looks for the first sprite name,
and continue to collect all the frames with the same sprite
name, until the name has changed, or the end of the wadfile.
You will want to rename the skin sprites only if your wad
editor requests that all resources have a _unique_ name.
Since you can use any name for the sprites, even without
using the 'sprite = xxxx' statement, you will probably need
this only if you really can't get the sprites ordered just
after the S_SKIN resource.
Note: _ALL_ the frames of the player sprites must be replaced.
face = TER
All the status bar face graphics resources in Doom wad have
the name start with 'STF' : STFST01, STFGOD0, STFDEAD, etc...
This lines simply tells _3 LETTERS_ to use in place of 'STF'.
So in this example Legacy will look for 'TERGOD0' instead of
'STFGOD0', 'TERST01' instead of 'STFST01', etc...
Attention : the STPB0-STPB3 resources are no more used.
the STFB1,STFB2,STFB3 resources of the original
Doom are no more used. Doom Legacy only uses
STFB0, and remaps the green color to the color
of the player, just like for the sprites.
Note 1: contrary to the sprites renaming, you MUST use this
line in order to change the status bar face graphics.
Note 2: remember you must replace _ALL_ the status bar face
graphics, that is: provide a replacement for all
the resources that start with 'STF'.
dsouch = dstmouch
dsplpain=dstmpain
dsslop = dstmexpl
These lines tells new sounds to use for that skin in particular,
in place of the game's original sounds.
Up to 10 sounds can be replaced, the sounds are related to the
player actions:
DSOOF
DSNOWAY
DSPLPAIN
DSPLDETH
DSPDIEHI
DSSLOP
DSPUNCH
DSRADIO
DSJUMP <- jump sound (Doom Legacy sound)
DSOUCH <- hurt sound when hitting ceiling (Doom Legacy sound)
For each sound to replace, use a line like:
<original sound resource name> = <new sound resource name>
Any of the 10 sounds can be replaced, or all.
The sounds that are not replaced will sound just like the original.
Note: the replacement sounds doesn't have to be new sounds, you can
use any sound from the game. For example, if you create an
imp skin, you could replace the player sounds with the imp
sounds.
-------------------
[4] TECHNICAL BLURB
-------------------
[4-1] Skins and sprites in pwad
-------------------------------
If you have a wad with skins _AND_ other sprite replacements,
make sure you use S_START, S_END sprite section markers so
that the skin sprites are not replacing the default player
sprites, in case you use 'PLAY' for the skin sprites. If the
PLAYxxxx skin sprites are _outside_ of the sprite section
markers, they will not be mistaken as the default player
sprites.
[4-2] Same resource name on different pwads
-------------------------------------------
To make it clear : Legacy will add skins _WAD PER WAD_. Which
means it doesn't bother at all if there are resources with the
same name in different pwads.
In fact, Legacy doesn't even bother if you put several markers
with the same name in a pwad (multiple 'S_SKIN' for example).
We added support for 'S_SKINxx' where xx can be any character,
just because some wad utilities don't like multiple resources
of the same name.
You could for example use the same sprite name for several
skins into _one_ pwad, since they are delimited by skin
markers (S_SKIN).
---------
[5] TOOLS
---------
That's it. Creating skins is very easy, provided you have the tools.
We recommend NWT 'New Wad Tools' version 1.3, by Denis Möller. This
program allows to insert new resources, rename it, insert raw data
into resources (which is how we insert text files into Doom wad
resources).
Another common wad utility is 'WinTex' version 4.0, by Olivier Montanuy.
This is similar to NWT, but it will run under Windows only.
If you have questions regarding the WAD tools in particular, please
consult the Doom editing newsgroups, or ask questions on the Doom
Legacy forum (http://www.newdoom.com/doomlegacy).
Have fun!