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- -= DoomTex 1.0b =-
- DoomTex is a suite of banged together tools for adding NEW patches
- and textures to Doom in PWAD form. DMGraph 1.1 is
- required, hence patches begin in GIF format. The PNAMES and TEXTURE?
- resources are extracted and converted to text files for editing.
- New textures can thus consist of any number of new and old patches.
- DMGraph is used to make the patch LMPs and then all LMPs are
- bundled together into a new PWAD, ready for use in Doom and DEU!
- Unzip in Doom directory with -d option.
- by Steve McCrea - sm@eng.cam.ac.uk - 26th August 1994
-
- Setting up:
- Copy dmgraph.exe into the DoomTex directory and either change all
- occurrences of "doom.wad" in the .exe to "fake.wad" or rename fake.exe
- to doom.wad. Careful here! Don't confuse this and the real thing!
-
- Use:
- (1) Use DEU to extract TEXTURE1 as texture1.lmp and PNAMES
- as pnames.org.
- deu
- x texture1 texture1.lmp
- x pnames pnames.org
- q
- Then run Detex to produce a textures.txt file.
- detex pnames.org texture1.lmp > textures.txt
-
- (2) Edit the textures.txt file: for each new texture, add a texture
- entry anywhere between TEXTURES and EOF. Texture entries are
- TEXNAME width height
- patname xoff yoff
- ...
- Texture names are distinguished from patch names by the case
- of the first letter - capital for textures, small for patches.
- To recreate texture1.lmp and pnames.lmp, run Retex.
- retex textures.txt pnames.org pnames.lmp texture1.lmp
-
- (3) For each new patch, given a GIF "pgore.gif"
- doomtex p pgore
- will produce a patch LMP "pgore.lmp". DoomTex can also produce
- flats as LMPs. Use 'f' instead of 'p'. Pictures and sprites
- are stored the same way as patches so use 'p' for these.
-
- (4) To collect all LMPs into a new WAD "scuz.wad", make sure that all
- the .lmp files you want are in the directory, and type
- lmp2wad scuz *
-
- (5) DEU 5.x has problems with WADs created in this way. This is a "bug"
- in the patch drawing routine in DEU (see the source file
- textures.c). To use the WAD in DEU it needs some space at the end
- of the patches. (The main DooM WAD has all the flats after the
- patches.) To add space using DEBUG:
- debug scuz.wad
- r bx
- [enter a number one higher, e.g. it says 0001: and you say 2]
- w
- q
- will add 64k to the end of the scuz.wad.
- An easier method is to create a 64k file and copy /b it to the
- end of scuz.wad.
- debug; n xxx.xxx; r bx; 1; w; q
- copy /b scuz.wad+xxx.xxx scuz.wad
- so you can keep xxx.xxx and batch the copy /b command.
-
- (6) A batch file is included which makes a PWAD given the setup
- above. The following files must be present: pnames.org,
- textures.txt, all patch .lmps, xxx.xxx. For example, typing
- pwad graphics
- will produce a PWAD graphics.wad containing pnames.lmp,
- texture1.lmp, and all patch .lmps.
-
- (7) Do what you will with the new WAD! Once you have finished with
- DEU, don't forget to remove the 64k of space:
- debug scuz.wad; r bx; [one lower]; w; q
- If you are grouping with DEU this space will be removed
- automatically anyway.
- deu; r maps.wad; r graphics.wad; g final.wad; q
-
- Thanks to Elias Papavassilopoulos - ep104@cus.cam.ac.uk for specs.