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- DOOMEX - DOOM Resource Export Utility
- Version 1.0 as of 9/1/94
-
- NOTICE: The author of DOOMEX, DOOMIM, and DOOMCV will not be held
- responsible for damage or problems that may occur through
- use of this software. You accept full responsibility for
- the consequences of using this software.
-
-
- DOOMEX is part of a collection of 3 utilities used to import, export, and
- convert the resource objects in any DOOM WAD file. The other 2 programs in
- this set are DOOMCV, for converting modified data files (PCX, WAV, MUS, and
- MAP) into raw DOOM resource image files (DRI), prior to reinsertion to a WAD
- file, and DOOMIM, the batch import utility.
-
- DOOMEX is very simple and very plain. Its job is to extract resources from
- a WAD file and convert the data as necessary into individual files. DOOMEX
- makes no assumptions about the WAD file, whether it is a PWAD or IWAD, or
- whether it is from DOOM or DOOM II. The extracted files can be passed
- onto some editing program(s), modifed and then reinserted into an existing
- WAD file or a new patch WAD file using DOOMCV and DOOMIM.
-
- DOOMEX assumes some knowledge of the entries in the WAD file. For example,
- you should be aware that entries that begin with DS are sound sample
- resources, entries that begin with D_ are music resources, and entries
- contained between x_START and x_END zero length entries can be floor/ceiling
- textures, sprites, or wall patches (raw graphic resources). If you wish to
- work with level data, editors such as DEU, DOOMCAD, and DOOMED will work
- directly with the resource entries for any level. DOOMEX will export map
- level entries as numeric matrices with an extenstion of .MAP. You can edit
- MAP files like any other DOS text file, and then reinsert the MAP files back
- into the WAD file. DOOMEX does not identify any WAD entry name with a
- formal description (such as using "Spider Demon" to identify WAD entry
- SPIDA1D1). This ensures that new or unknown WAD entries won't confuse
- DOOMEX.
-
- DOOMEX comes with a small data file called DOOMEX.PAL. This is the default
- DOOM color palette using when generating PCX files. If you don't have this
- file, use the following procedure to generate the file:
-
- doomex doom.wad playpal
- ren playpal.dri doomex.pal
-
- Don't worry about the file size of the PLAYPAL entry. DOOMEX only needs the
- first 768 bytes of data.
-
-
- DOOMEX Calling Syntax:
-
- DOOMEX [-q] [-c] [-t] [-l[File Name]] [-m] <Wad File> [Entry Name] [Location]
-
- 1. Option -q will suppress all screen echoing during execution.
-
- 2. Option -c will convert specific entries to an appropriate external format.
-
- If the directory entry is a sound resource, the output file will be
- stored as a .WAV file.
-
- If the directory entry is a music resource, the output file will be
- stored as a .MUS file.
-
- If the directory entry is bounded within a sprite (S_START/E_END) area,
- a wall patch area (P_START/P_END) or a floor/ceiling texture area
- (F_START/F_END), the resource will be stored as a .PCX file.
-
- If the graphic resource is NOT a floor/ceiling texture, another
- file will be created with an extension of .DGH (DOOM graphic header).
- This file contains the width, height, left, and top offsets (insertion
- point) in a 1 line DOS text file. You MUST have this file available for
- conversion of the graphic using DOOMCV. You only need to modify the
- insertion point (top/left offset) if you change the graphic size.
-
- Like the program DMGRAPH, transparent areas will be shown with palette
- entry 247, which is set to CYAN (R=0,G=255,B=255) unless you override
- this with the -t option (see below).
-
-
- If the directory entry does not fit any of the above formats, then the
- resource will be stored as a PCX file ONLY if a valid image header in
- the resource can be located. WARNING! the check for whether a resource
- is an image or just some arbitrary data (such as PLAYPAL) is not
- bulletproof. Make SURE you know that a resource is a graphic image
- before using the -c option (if the resource falls within the sprite or
- texture entry areas, you can be sure that a proper PCX file will be
- generated).
-
- If you specify a map entry for exporting (i.e. E1M1), then the 10
- associated resources for that level (THINGS, SIDEDEFS, LINEDEFS,
- SECTORS, SSECTORS, NODES, REJECT, BLOCKMAP, VERTEXES, SEGS) will be
- dumped as numeric matrices in a file with an extension of MAP. The size
- of this file may be incredibly large (i.e. E2M7 will be more than half
- a megabyte in size). If you want to look at or edit this map file, you
- may choose to do so, but with many easy to use level editors available
- for changing this information, you'd be better off not modifying the
- MAP file.
-
- If you do NOT use option -c, then all entries will be dumped as
- raw image resource files with an extension of .DRI. This is the format
- DOOMIM needs for reinsertion of resources into a WAD file. The file
- size and contents will be exactly as they appear in the WAD file.
-
- 3. Option -t will cause the transparent color in the DOOM color palette to
- remain black when an image is stored in a PCX file. Without using the -t
- option, the transparent color will be changed to cyan so that you can see
- what areas of an image show through.
-
- 4. Option -l will dump entries in the WAD file to a file that immediately
- follows the -l parameter (i.e. use '-ldoomdir.txt', not '-l doomdir.txt').
- No export function will be performed in this case. If you do not specify
- a directory entry, the entire WAD directory will be dumped. If you do not
- specify a file name, the entries will be listed to the screen.
-
- 5.Option -m will enable the entry name to be used as a wild card match string.
- Matching is done from the first position of a WAD entry name. For example
- to extract all player image data, use
-
- doomex -c -m doom.wad play
-
- Since player sprites start with a 4 character prefix of 'PLAY', all player
- sprites are extracted.
-
- As another example, to export all sound samples in a WAD file, use the syntax:
-
- doomex -m doom.wad ds
-
- Thus, the -m parameter permits you to perform a batch operation on multiple
- related resource objects at one time.
-
- 6. The location parameter can be used to extract entries that have the same
- name (i.e. THINGS entries can occur more than once in a wad). Use the
- starting location that is provided in the listing generated with the -l
- option. You will rarely, if ever, need to specify the location of the
- resource.
-
- 7. Exported resources will contain the same name as the directory entry,
- unless the entry uses illegal DOS file characters, in which case a warning
- will be given. You can override the naming of the exported file name by
- following the WAD entry name with a colon and the file name (NO extension).
-
- Example: doomex -c doom.wad spida1d1:spider
-
- This example will generate 2 files: spider.pcx and spider.dgh. The override
- mechansim is NOT valid when extracting a batch of files using the -m option.
-
-
-
- Some examples of using DOOMEX follow:
-
- doomex -ldoomdir.txt doom.wad
- (list entire wad file to doomdir.txt)
-
- doomex -m -c doom.wad d_
- (export all music resources and convert to MUS format)
-
- doomex -t -m -c doom.wad boss
-
- (export all BOSS sprites as PCX files, don't change transparent color)
-
- doomex doom.wad playpal
-
- (export PLAYPAL as PLAYPAL.DRI)
-
- doomex -m -c doom.wad f_
- doomex -m -c doom.wad s_
- doomex -m -c doom.wad p_
-
- (export ALL floor textures, sprites, wall patches as PCX files, respectively)
-
- Comments/suggestions to:
-
- Alan Peters
- c/o DarkStar Systems
- 71 Wagon Trailway
- North York, Ontario
- Canada M2J 4V4
-