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- This is a post I did to explain how to put new graphics and demos
- in a PWAD, enjoy!
-
- ======================================================================
- From: jsg8a@acadvm1.uottawa.ca (Jean-Serge Gagnon)
- Newsgroups: comp.sys.ibm.pc.games.action
- Subject: How to put new demos and grphics in PWAD files
- Date: 21 Apr 1994 16:29:43 GMT
-
- Hi,
- I'm the author of FOREST.WAD (get FOREST12.ZIP on many sites), and
- am also a beta tester of DEU. When I released FOREST 1.1, Raphael
- expressed to me the fact that he was unhappy that I had release a new
- PWAD that included new demos and graphics because DEU 5.1 will have
- a feature to do this and he thought that I had over-stepped my
- priviledges as a beta tested and taken advantage of that feature. I
- assure you that I did not! (some are saying "Sure! He just wants us
- to beleive that so that he feels less guilty!") I will prove it to
- you by trying to explain how I did it in a simple language so that
- other can do it also. I will include BATCH files and DIR files so that
- you can use them as examples to do it.
- I hope this will clear the fact that I DID NOT USE THE NEW FEATURE
- OF DEU 5.1beta TO CREATE THIS NEW WAD.
-
- Before I begin, this is VERY IMPORTANT, WAD MASTER PUTS AN IWAD MARKER
- AT THE BEGINNING OF THE PWAD FILE, PLEASE, PLEASE, PLEASE, BEFORE
- UPLOADING ANY NEW WADS CREATED USING IT, CHANGE THE "I" TO A "P" BEFORE
- WITH ANY HEX EDITOR. This is probably because it was written before
- ID released information (or someone else) about the IWAD-PWAD formats.
-
- First, you will need these files:
-
- WT100.ZIP (Wad tools 1.0) to view the graphics in the DOOM.WAD file
- and find the name of the texture you want to change.
-
- DMGRAP10.ZIP (Doom graph 1.0) to extract and store a GIF file to/from
- the DOOM.WAD file.
-
- DMAUD11.ZIP (Doom audio 1.1) to extract and store audio files to/from
- the DOOM.WAD file (I didn't do it, but you could also
- include new sounds in a PWAD file)
-
- WDMSTR05.ZIP (Wad Master 1.0) to extract the raw data from your new
- levels and the modified textures or sound from the
- DOOM.WAD file.
-
- Second, how does it all come together.
- Once you have created your level with DEU (or any other editor)
- decide what texture you want to change, find out what it's name is in
- the DOOM.WAD file with WT and extract it with DMGRAPH. For example if
- you want to change the SP_DUDE2 texture, you will find with WT that
- it's name is WALL50_2, so use the command "DMGRAPH WALL50_2 -e file.gif".
- You will want to check the insertion point for when you put the modified
- graph back in with "DMGRAPH WALL50_2 -v". Once you have the GIF, do what
- you want, store it back in DOOM.WAD (make a copy of it to be able to
- put back the original in) so that you can extract the RAW file with
- WAD Master.
-
- To use WadMaster, you need to create a reference DIR file with
- WADDIR. If your new map is called "NEWMAP", and we want the
- dir file to be NEWMAP.DIR then type:
- "WADDIR NEWMAP.WAD >MEWMAP.DIR". Once you have the DIR file, you must
- edit it so that seperate entries (levels, if you have more than one
- level) do not go in the same directory. Look at the first few lines
- without the comment), they will be like this:
- E1M1\ E1M1\ 0
- THINGS THINGS 10
- LINEDEFS LINEDEFS 952
-
- you must add a dospath to the first column like this:
- E1M1\ E1M1\ 0
- E1M1\THINGS THINGS 10
- E1M1\LINEDEFS LINEDEFS 952
-
- (make sure the column 2 starts at the same place)
-
- Once you've done that, you can extract the raw data to dos files
- in a directory, so create a directory (like NEWMAP) and type the command
- "UPKWAD -o NEWMAP NEWMAP.DIR NEWMAP.WAD" and this will extract all
- the resources in the PWAD map you created to the directory NEWMAP.
-
- OK! now let's put the modified GIF in there! Look at the order in which
- the DOOM.WAD directory is (do WADDIR >DOOM.DIR) so that you can put the
- new graphic in the proper order (it won't work otherwise). You will want
- to copy the NEWMAP.DIR file to an other name, let's say NEWMAP1.DIR and
- edit it to add the proper references to it. WALL50_2 is in the P2 section,
- so you need to add the folowing lines at the end of the NEWMAP1.DIR file:
-
- P2_START\ P2_START\ 0
- P2_START\WALL50_2 WALL50_2 17544
- P2_END\ P2_END\ 0
-
- (notice that the DEMO1-3 are just before the E1M1 entry, so you could
- put the lines as they apear in DOOM.DIR just before the E1M1 line in
- NEWMAP1.DIR and copy any demo lmp for your PWAD to NEWMAP\DEMOx (no LMP
- extention). That's how I did it)
-
- Once you've done that, create a WAD DIR file to be able to extract the
- raw graphic from DOOM.WAD (after storing the modified GIF, let's call
- it NEW50_2.GIF in DOOM.WAD with "DMGRAPH WALL50_2 -s NEW50_2.GIF"). You
- will also need to create an other directory, let's say GRAPHIC. So,
- create the WAD DIR file like this: (let's call it GRAPHIC.DIR)
-
- P2_START\ P2_START\ 0
- P2_START\WALL50_2 WALL50_2 17544
- P2_END\ P2_END\ 0
-
- and type the command "UPKWAD -o GRAPHIC.DIR" (it used DOOM.WAD by default)
- and you will have a new file in GRAPHIC\P2_START call WALL50_2. I
- copied the raw files to an other name, but you don't have to. You can
- just copy it like this "COPY GRAPHIC\P2_START\WALL50_2 NEWMAP\P2_START"
-
- Now we're ready to put the new graphic and demos in a PWAD file. So
- type the command "PKWAD -o NEWMAP NEWMAP1.DIR TOTAL.WAD". Remember that
- you have to use a modified wad dir file (that's why I typre NEWMAP1.DIR
- instead of just NEWMAP.DIR) that includes the new files you want
- included in the new PWAD file, like the DEMOs, graphic or sound
- resources. You can put anything there!
-
- To finish it off, here's a copy of a series of files I used to create
- FOREST.WAD, I will not explain them here because you should be able
- to figure it out, if not, there is documentation that comes with
- Wad master, I figured it out, I'm sure you can.
-
- ------------------------- getpics.bat -------------------------------
-
- @echo off
- cls
- echo Storing new graphics in DOOM.WAD...
- dmgraph sky2 -s forest.gif -i 127,123 >nul
- dmgraph wall50_2 -s new50_2.gif -i 63,123 >nul
- dmgraph mwall5_1 -s new5_1.gif -i 63,123 >nul
- dmgraph mwall4_2 -s new4_2.gif -i 63,123 >nul
- dmgraph credit -s newcred.gif -i 0,0 >nul
- echo Unpacking new graphics to raw files...
- upkwad -o graph graph.dir >nul
- echo Putting normal graphics back in DOOM.WAD...
- dmgraph sky2 -s sky2.gif -i 127,123 >nul
- dmgraph wall50_2 -s wall50_2.gif -i 63,123 >nul
- dmgraph mwall5_1 -s mwall5_1.gif -i 63,123 >nul
- dmgraph mwall4_2 -s mwall4_2.gif -i 63,123 >nul
- dmgraph credit -s credit.gif -i 0,0 >nul
- echo Copying raw graphics to .pic files...
- copy graph\p2_start\sky2 newsky2.pic >nul
- copy graph\p2_start\wall50_2 new50_2.pic >nul
- copy graph\p2_start\mwall5_1 new5_1.pic >nul
- copy graph\p2_start\mwall4_2 new4_2.pic >nul
- copy graph\credit newcred.pic >nul
-
- ------------------------- graph.dir --------------------------------
- # DOOM WAD FILE DIRECTORY LISTING
- # LINES STARTING WITH # ARE IGNORED
- # EACH LINE CONTAINS DOSFILE WADFILE SIZE
- # THIS FILE CAN BE USED TO UNPACK/PACK WAD FILES
- # DO NOT CHANGE THE ORDER OF THESE LINES!!!!
- # HOWEVER, DELETION IS OKAY
- CREDIT CREDIT 68168
- P2_START\ P2_START\ 0
- P2_START\WALL50_2 WALL50_2 17544
- P2_START\MWALL4_2 MWALL4_2 17544
- P2_START\MWALL5_1 MWALL5_1 17544
- P2_START\SKY2 SKY2 65344
- P2_END\ P2_END\ 0
- P_END\ P_END\ 0
- # IN FILE doom.wad THERE ARE 10366184 bytes in 2045 FILES.
-
- ------------------------ makejs.bat ---------------------------------
- @echo off
- cls
- echo Creating composite file of all missions...
- deu -file e2m1js.wad e2m2js.wad e2m3js.wad <makejs.key >nul
- echo Unpacking WAD...
- upkwad -o forest forest.dir forest.wad >nul
- echo Copying new image files...
- copy newsky2.pic forest\p2_start\sky2 >nul
- copy new50_2.pic forest\p2_start\wall50_2 >nul
- copy new5_1.pic forest\p2_start\mwall5_1 >nul
- copy new4_2.pic forest\p2_start\mwall4_2 >nul
- copy newcred.pic forest\credit >nul
- echo Copying DEMO files...
- copy js1.lmp forest\demo2 >nul
- copy js2.lmp forest\demo3 >nul
- copy js3.lmp forest\demo1 >nul
- echo Creating new WAD with DEMO files and new graphics...
- pkwad -o forest jsdemos.dir forest.wad >nul
-
- --------------------- makejs.key ---------------------------------
- g forest.wad
- q
-
- ---------------------- forest.dir --------------------------------
- # DOOM WAD FILE DIRECTORY LISTING
- # LINES STARTING WITH # ARE IGNORED
- # EACH LINE CONTAINS DOSFILE WADFILE SIZE
- # THIS FILE CAN BE USED TO UNPACK/PACK WAD FILES
- # DO NOT CHANGE THE ORDER OF THESE LINES!!!!
- # HOWEVER, DELETION IS OKAY
- E2M1\ E2M1\ 0
- E2M1\THINGS THINGS 2720
- E2M1\LINEDEFS LINEDEFS 5684
- E2M1\SIDEDEFS SIDEDEFS 16620
- E2M1\VERTEXES VERTEXES 1352
- E2M1\SEGS SEGS 6672
- E2M1\SSECTORS SSECTORS 716
- E2M1\NODES NODES 4984
- E2M1\SECTORS SECTORS 2418
- E2M1\REJECT REJECT 1082
- E2M1\BLOCKMAP BLOCKMAP 11942
- E2M2\ E2M2\ 0
- E2M2\THINGS THINGS 2250
- E2M2\LINEDEFS LINEDEFS 4956
- E2M2\SIDEDEFS SIDEDEFS 14100
- E2M2\VERTEXES VERTEXES 1344
- E2M2\SEGS SEGS 6372
- E2M2\SSECTORS SSECTORS 744
- E2M2\NODES NODES 5180
- E2M2\SECTORS SECTORS 2002
- E2M2\REJECT REJECT 742
- E2M2\BLOCKMAP BLOCKMAP 11782
- E2M3\ E2M3\ 0
- E2M3\THINGS THINGS 10
- E2M3\LINEDEFS LINEDEFS 3248
- E2M3\SIDEDEFS SIDEDEFS 9960
- E2M3\VERTEXES VERTEXES 764
- E2M3\SEGS SEGS 4104
- E2M3\SSECTORS SSECTORS 472
- E2M3\NODES NODES 3276
- E2M3\SECTORS SECTORS 1378
- E2M3\REJECT REJECT 352
- E2M3\BLOCKMAP BLOCKMAP 3624
- # IN FILE forest.wad THERE ARE 130850 bytes in 33 FILES.
-
- ---------------------------- jsdemos.dir ---------------------------
- # DOOM WAD FILE DIRECTORY LISTING
- # LINES STARTING WITH # ARE IGNORED
- # EACH LINE CONTAINS DOSFILE WADFILE SIZE
- # THIS FILE CAN BE USED TO UNPACK/PACK WAD FILES
- # DO NOT CHANGE THE ORDER OF THESE LINES!!!!
- # HOWEVER, DELETION IS OKAY
- DEMO1 DEMO1 1000
- DEMO2 DEMO2 1000
- DEMO3 DEMO3 1000
- E2M1\ E2M1\ 0
- E2M1\THINGS THINGS 2720
- E2M1\LINEDEFS LINEDEFS 5684
- E2M1\SIDEDEFS SIDEDEFS 16620
- E2M1\VERTEXES VERTEXES 1352
- E2M1\SEGS SEGS 6672
- E2M1\SSECTORS SSECTORS 716
- E2M1\NODES NODES 4984
- E2M1\SECTORS SECTORS 2418
- E2M1\REJECT REJECT 1082
- E2M1\BLOCKMAP BLOCKMAP 11942
- E2M2\ E2M2\ 0
- E2M2\THINGS THINGS 2250
- E2M2\LINEDEFS LINEDEFS 4956
- E2M2\SIDEDEFS SIDEDEFS 14100
- E2M2\VERTEXES VERTEXES 1344
- E2M2\SEGS SEGS 6372
- E2M2\SSECTORS SSECTORS 744
- E2M2\NODES NODES 5180
- E2M2\SECTORS SECTORS 2002
- E2M2\REJECT REJECT 742
- E2M2\BLOCKMAP BLOCKMAP 11782
- E2M3\ E2M3\ 0
- E2M3\THINGS THINGS 10
- E2M3\LINEDEFS LINEDEFS 3248
- E2M3\SIDEDEFS SIDEDEFS 9960
- E2M3\VERTEXES VERTEXES 764
- E2M3\SEGS SEGS 4104
- E2M3\SSECTORS SSECTORS 472
- E2M3\NODES NODES 3276
- E2M3\SECTORS SECTORS 1378
- E2M3\REJECT REJECT 352
- E2M3\BLOCKMAP BLOCKMAP 3624
- CREDIT CREDIT 68168
- P2_START\ P2_START\ 0
- 2_START\WALL50_2 WALL50_2 17544
- 2_START\MWALL4_2 MWALL4_2 17544
- 2_START\MWALL5_1 MWALL5_1 17544
- 2_START\SKY2 SKY2 34554
- 2_END\ P2_END\ 0
- _END\ P_END\ 0
- IN FILE doomjs.wad THERE ARE 130850 bytes in 33 FILES.
- ------------------------ end -----------------------------------------
-
- --
- ---
- Jean-Serge Gagnon e-mail:jsg8a@acadvm1.uottawa.ca
- Ottawa Univerity, Ontario voice:(613) 791-0785
- Canada K1N 6N5 fax:(613) 564-7180
- *** Get the PostScript Processing Speed Test (PPST) in /public ***
- *** on gaaj.cosmos.uottawa.ca. It's a PostScript benchmark test. ***
-
-