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-
- How coke.wad was produced (painfully !!)
-
- Credits:
- Lee Witek : For the bitmaps of the coke machine. (Also REJECT)
- Keith Wilkins : The hack of E1M1
-
-
- COKE.WAD was produced with the following tools:
-
- DEU 5.21 (Thanks to Rapheal Quinet et Al.)
- WACKER beta5
-
-
- It appears there is a serious bug in Deu 5.21 that will not allow
- the grpahics for the texure selection to come from a separate file.
- It works OK if the Level and grahics come from the same PWAD but
- NOT if the graphics PWAD is separate. This makes use of new textures
- a pain in the arse until the bug is fixed.
-
-
- These directions were typed from memory at the end of a long and
- hot day and as such I do not vouch for their complete correctness
- with some persverance you can do it, so please think before you
- email me saying it doesn't work. If I can figure it out I'm sure
- you can.
-
- If you do discover a bug in wacker please email me:
-
- spike@nectech-uk.com OR spike@nectech.demon.co.uk
-
- I will endeavour to fix all bugs that I know about.
-
-
-
-
- Step1
- -----
-
- Develop your bitmaps.
-
-
- Step2
- -----
-
- Load WACKER and then load in all of your new patches:
-
-
- It is no longer necessary for patches to be contained
- within P_START & P_END markers (Although it is still
- recommended) as beta7 wacker recognises patches that
- are not within P_START & P_END ONLY IF the are in the
- PNAMES & TEXTURE1 & TEXTURE2 objects.
-
- > For Wacker to recognise patches when loading a PWAD they must
- > be enclosed in P_START P_END markers
-
- > CREATE mygfx
- > CREATE mygfx p_start
- > CREATE mygfx p_end
-
- > LPB myfgx coke01 front.bmp
- > LPB mygfx coke02 back.bmp
- > LPB mygfx coke03 side.bmp
- > MOVE mygfx p_end coke03
-
- > The move command makes sure that the patches are within the markers
- > as when you load a new patch it is always tagged onto the end of a
- > WAD.
-
- Step3
- -----
-
- Create your new textures:
-
- CREATE texture coke_fr 128 128
- CREATE texture coke_bk 128 128
- CREATE texture coke_sd 64 128
-
- Note: You MUST repeat MUST make sure the width of your new texture
- is binary power of 2 otherwise DooM will screw-up the drawing
- of the new texture. 2,4,8,16,32,64,128,256
-
- Now make the textures with the drag and drop.
-
- DISP coke01
- DISP coke_fr
-
- Now pickup the front panel of the machine by holding down the mouse
- button and drag it over to the white box. Position it in the top
- left of the box and drop by releasing the mouse button. Hint You can
- use the cursor keys to give fine control over positioning whilst the
- mouse button is held down.
-
- Now do the same for COKE_BK and COKE_SD
-
- The WEL_DOOM and WEL_WACK textures were craeated in a similar
- manner except that all of the bitmaps already exist within
- the DOOM IWAD. You can pick and drop and bitmap from any of
- the patch galleries (SPRITE,PATCH,GRAPHIC) the alphabet used
- in both of the above can be found towards the end of the GRAPHIC
- gallery.
-
-
-
- Step4
- -----
-
- Saving out your new textures. To trigger wacker to make PNAMES
- TEXTURE1 and TEXTURE1 which are reauired for new textures you
- must make sure that the PNAMES entry exists in the PWAD:
-
- CREATE mygfx PNAMES
-
- SDW mygfx mygfx.wad
-
-
-
- Step5
- -----
-
- Load your new level and merge is with the graphics.
-
- LDW mylevel mylevel.wad
- COPY mylevel e1m1 mygfx
-
- Now to save out.
-
- SDW mylevel testlvl.wad
-
-
- Step6
- -----
-
- Exit wacker and loadup deu. Use the normal sidedef editor
- +to incorporate you new graphics into the level and save
- out when finished.
-
- saved to mylevel2.wad
-
- This will ONLY save the Level, the new textures must be
- re-incorporated into the level.
-
-
-
- Step7
- -----
-
- To produce the final level load up wacker again and load your
- textures in:
-
- LDW mygfx mygfx.wad
-
- Merge the level
-
- LDW mylevel2 mylevel2.wad
- COPY mylevel2 e1m1 mygfx
-
- Finally save out
-
- SDW mygfx finallvl.wad
-
-
-
- ------------------------------------------------------
-
- If deu functioned properly then steps 5 & 6 could be
- skipped. All you should need to do is step 1-4 and then
- entry deu load the patch do your editing/creation, test
- with the spearate graphics & level pwads and only do
- step 7 when everytinh is complete.
-
- With the current deu bug it is likely you must run abound
- the loop several times to get everything right, taking
- much long than is necessary.
-
- There is a way to fudge the issue as deu will work with
- a PNAMES, TEXTURE1 & 2 if there are NOT any external
- bitmaps. You can build a fake gfx wad with wacker that
- has the correct names and sizes of new textures but uses
- the graphics within the doom wad. You can then develop
- properly but you cannot view the real textures until
- you do the final merge.
-
- I used the fake method for developing coke.wad the fake
- pnames,texture1 & 2 are included in this release.
-
- At the moment the b5 of wacker will allow creation of
- textures but NOT modification so if you screw up when
- positioning then you must delete the texture and create it
- again.