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-
- =======================
- DM2CONV v1.6ß
- by Vincenzo Alcamo
- =======================
-
-
-
- ** DESCRIPTION
- --------------
- This program converts DOOM levels to run with DOOM II or HERETIC:
- now you can play all those maps with you favourite game!
- DM2CONV features:
- - DOOM II support
- - HERETIC support
- - level conversion and remapping
- - music conversion and remapping
- - wall/floor texture remapping
- - resource renaming
- - object substitution with difficulty level
- - fully configurable
-
-
-
- ** WHY I MUST CONVERT A PWAD?
- -----------------------------
- Levels designed for DOOM are incompatible with DOOM II or HERETIC
- because some resources (ie: graphic bitmap) and objects only exist
- inside the DOOM main wad file: DOOM.WAD.
- Nevertheless, if you have played DOOM II or HERETIC you should have seen
- new monsters and things (the SuperShotgun, the Ethereal Crossbow...).
-
- DM2CONV handles the conversion process in a very easy way.
- Let suppose you want to run SNIPER.WAD (a well-made level by Eric C.
- Reuter) with DOOM II; just execute the following command:
- DM2CONV SNIPER.WAD SNIPER2.WAD @DOOM2.RSP
- For HERETIC you have to execute:
- DM2CONV SNIPER.WAD SNIPERH.WAD @HERETIC.RSP
- This is all you must know to use this program. Simple and effective.
-
-
-
- ** HOW THE CONVERSION WORKS
- ---------------------------
- The differences between DOOM and DOOM II (or HERETIC) are the following:
- - many resources have different names
- - most wall/floor textures are different
- - new things or missing things (for HERETIC)
- DM2CONV renames the resource to their appropriate names, remaps the
- textures to similar ones, changes the objects.
-
- The syntax is:
-
- DM2CONV <input> [output] [/mapnum] [/M[=num]] [/DEBUG] [/IGNORE]
- [/HERETIC] [/TEXTURE[=file]] [/FLOOR[=file]] [/NOCONV]
- [/SEED[=num]] [/NOCHECK] [replacements].. [@response]...
- [/R:name1=name2] [/R=file] [/LIST] [/EXAMPLES] [/NOTES]
-
- input
- This parameter is required: it specifies the name of the wad to
- convert. All the other parameters are optional.
-
- output
- This is the name of the output wad.
- If a file of the same name already exists, it is deleted.
- If this parameter is omitted, the input file is overwritten.
- Caution: make a backup copy of the files you convert since there is
- no way back!
-
- /mapnum
- mapnum is a number between 1 and 32 (DOOM II) or between 1 and 27
- (HERETIC). This parameter enables the level remapping.
- If /mapnum is omitted levels starts from MAP01 (only for DOOM II).
- examples:
- /5
- DOOM II: level names start from MAP05
- HERETIC: level names start from E1M5
- /12
- DOOM II: level names start from MAP12
- HERETIC: level names start from E2M3
- Please note that the first level found is remapped to the level
- specified by mapnum, the second will be mapnum+1, etc.
-
- /M[=num]
- num is a number between 1 and 32 (DOOM II) or between 1 and 27
- (HERETIC). This parameter enables the music remapping.
- If /M is omitted there is no music remapping.
- The =num subparameter specify the level for the first music.
- If =num is omitted, the musics are remapped accordingly to the
- level they belong: if E1M1 is remapped to E2M3, then D_E1M1
- is renamed to MUS_E2M3 (HERETIC example).
- If =num is specified, the musics are remapped starting from
- the music for level num: with /M=9 the first music becomes
- MUS_E1M9, the second becomes MUS_E2M1 and so on (HERETIC).
- Please note that the first music found is remapped to the level
- specified by num, the second will be num+1, etc.
- Along the other music resources, only the intermission music
- is renamed to the appropriate name for the selected game.
-
- /DEBUG or /D
- This switch enables the debug mode.
- In this mode there is a verbose listing of all object substitutions.
-
- /IGNORE or /I
- This switch specifies that DM2CONV must ignore that the source file
- has no levels.
- This is useful to make object substitutions over an already convert
- file (especially for DOOM II).
-
- /HERETIC
- This switch enables the DOOM_to_HERETIC conversion.
- If it is omitted, the default DOOM_to_DOOM2 conversion is performed.
- Please note that I have only tested the shareware version of HERETIC:
- textures and objects remapping use only the resources found in the
- shareware HERETIC1.WAD.
- This is the only reason why DM2CONV is a beta version.
-
- /TEXTURE[=file]
- /TEXTURE:name1=name2
- The TEXTURE switch enables the wall texture remapping.
- This is required for HERETIC and is optional for DOOM II, but only if
- you use the patch wad DM2CONV.WAD created by DM2MKWAD.
- The texture remapping simply renames texture not found in DOOM II or
- HERETIC with similar ones that exist in the target game.
- For DOOM II conversions I recommend you to use DM2CONV.WAD, thus
- avoiding the TEXTURE switch.
- The =file subparameter specify a text file containing a list of
- texture names and their new names: texture are renamed using this
- list and the one embedded into the executable.
- The second syntax specify a single texture and its new name.
- You may use comments inside your list files: simply start them with
- one of the following characters ';#%[
- Multiple /TEXTURE switches may be used at the same time.
- /TEXTURE may be abbreviated with /T.
-
- /FLOOR[=file]
- /FLOOR:name1=name2
- The FLOOR switch enables the floor texture remapping.
- This is required for HERETIC: it does not work for DOOM II.
- See /TEXTURE for detail.
- Multiple /TEXTURE switches may be used at the same time.
- /FLOOR may be abbreviated with /F.
-
- /R=file
- /R:name1=name2
- This switch enables the custom resource renaming.
- The =file subparameter specify a text file containing a list of
- resource names and their new names.
- You may use comments inside your list files: simply start them with
- one of the following characters ';#%[
- The second syntax specify a single resource and its new name.
- Multiple /R switches may be used at the same time.
- example:
- /R:DEMO1=D1 /R:DEMO2=D2 /R:DEMO3=D3
- These switches eliminate the demo resources: DOOM demos are not
- compatible with DOOM II/HERETIC.
- See /TEXTURE for more detail on list files.
-
- /NOCONV
- This switch disables the resource remapping: levels, musics, skies.
- This is useful if you use the /R switch over an already converted
- wad. This switch does not disable the object substitution nor the
- texture remapping.
-
- /SEED[=num]
- SEED specifies the random number generator's seed.
- By default the seed is 0.
- If /SEED=num is specified, the seed is num.
- if only /SEED is specified, the seed is random.
- This parameter is only used by the object substitution algorithm.
-
- /NOCHECK or /N
- This switch enable the use of any number for the object substitution.
- By default, only the numbers shown by the /LIST switch are accepted.
- This is useful to change unusual objects into others: for example,
- medikits (2012) into deathmatch starts (11).
-
- replacements
- This parameter specify an object substitution rule.
- replacements is a string in the format:
- obj1[:flags]=obj2[@num[%]][:flags]
- More than one replacement may be specified.
- See OBJECT SUBSTITUTION for details.
-
- @response
- response is the name of a text file containing additional parameters
- to DM2CONV.
- The response file is necessary if all the parameters cannot stay on
- the command line (which is normally limited to 128 characters).
- More than one response files are allowed.
- Response files cannot be nested: you can not specify a @file inside
- another response file.
- You may use comments inside your response files: simply start them
- with one of the following characters ';#%[
-
- /HELP or /H or /?
- This switch will display the help text.
- The help screen will appear if no source is specified.
-
- /LIST or /L
- This switch will display the list of known objects.
-
- /EXAMPLE or /EXAMPLES or /E
- This switch will display some substitution examples.
-
- /NOTES or /NOTE
- This switch will display special notes regarding the program.
-
-
-
- ** OBJECT SUBSTITUTIONS
- -----------------------
- All things in DOOM are objects: lamps, monsters, weapons, power-ups,
- obstacles, other players, etc..
- DOOM II supports all DOOM objects plus others: the super shotgun, the
- megasphere, many new monsters, etc..
- HERETIC hasn't any of the DOOM objects.
- With DM2CONV you can transform specified DOOM objects into DOOM II or
- HERETIC objects. The object substitution is such a process and is
- enabled by specifying at least one replacement.
-
- A replacement is a string describing what objects to transform and how
- to transform them. The simplest replacement string is of the format:
- object1=object2
- This replacement will transform each object of the type object1 to one
- of the type object2.
- An object is specified by its number, its shortname, its name or an
- initial part of its name: type DM2CONV /LIST to obtain the list of all
- recognized objects; if you want to change objects that are not in this
- list, you can specify the /NOCHECK parameter.
- The most used substitution for DOOM II is:
- SHOTGUN=SUPERSHOTGUN
-
- You can change multiple objects:
- obj1,obj2=obj3
- all objects of type obj1 and obj2 are transformed into obj3 objects.
- obj1=obj2,obj3
- all obj1 objects becomes obj2 and obj3 (they are chosen randomly in
- equal proportions: this is why the /SEED parameter exists).
- You can specify any number of source objects and any number of
- destination objects.
-
- You can also specify quantities (only for the destination objects):
- IMP=DEMON@5
- In the above example, only 5 IMPs become DEMONs; the others remain IMPs.
- IMP=DEMON@5,SPECTRE@10
- Five IMPs become DEMONs and ten become SPECTREs.
- If the number of source objects is less than the destination, the
- quantities are adjusted proportionally.
- In the above example if there are only 9 IMPS, 3 become DEMONs (33%)
- and 6 become SPECTREs (66%).
- Another example:
- IMP=DEMON@5,SPECTRE
- 5 IMPs become DEMONs, the remaining become SPECTRE: if there are less
- than 5 IMPs, all of them become DEMONs.
- That is, if you don't specify a quantity the remaining objects are used.
-
- The quantity can be a percentual:
- IMP=DEMONS@50%
- In this way, 50% of IMPs become DEMONs.
- You can mix all of the above rules:
- IMP,DEMON=BARON@2,LOSTSOUL@50%,TROOPER
- The % sign can be replaced with any of the following signs $ # &
- This is because the % character has a special meaning for DOS: you must
- avoid using the % sign on the command line of DM2CONV; response files
- are not affected.
-
- In DOOM/DOOM II/HERETIC the difficulty level chosen when you start a new
- game will affect the objects in a considerable manner:
- - new objects may appear
- - other objects disappear
- The reason is that each object has flags that specify in what level of
- difficulty it should appear.
- There are five flags:
- 1 - object appears on difficulty levels 1 and 2
- 2 - object appears on difficulty level 3
- 3 - object appears on difficulty levels 4 and 5
- D - object is deaf (useful only for monsters)
- M - object appears ONLY in multiplayer mode
- Starting from version 1.5, DM2CONV supports these flags in the
- substitution rules; the complete syntax is:
- sobj1[:flags]...=dobj1[@quantity[%]][:flags]...
-
- Each object can have one or more of the above flags.
- If difficulty flags are specified in the source, only the objects
- that have those flags are changed.
- IMP:1=STIMPACK
- means that all IMP that will appear (at least) in difficulty level 1
- will be transformed into STIMPACK.
- This affects all IMP that have the '1' flag, not only the ones that
- have only the '1' flag.
-
- If difficulty flags are specified in the destination, the object
- remapped will have the specified flags.
- IMP=STIMPACK:123
- means that all IMP will be transformed into STIMPACK and will appear
- on any level (except multiplayer mode).
-
- The 'D' flag have no means if used in a source object.
- The 'M' flag works in different ways if used in source or destination
- source: only multiplayer-mode objects are changed
- destination: the object appear only on multiplayer mode
-
-
-
- ** DM2MKWAD
- -----------
- DM2MKWAD can create a wad file that contains all the missing textures
- from DOOM II. You will need both registered versions of DOOM and DOOM II
- to proceed.
- The output file is named DM2CONV.WAD and should be included in the list
- of patch wad files for DOOM II. example:
- DOOM2 -FILE DM2CONV.WAD your.wad
- Using DM2CONV.WAD, you can eliminate the /TEXTURE switch when converting
- files to DOOM II: the original DOOM textures will be used.
- DM2MKWAD will not overwrite or delete any file other than DM2CONV.WAD.
- Before converting your first wad, please exit to DOS and type the
- following command:
- DM2MKWAD
- then feed it with the appropriate information.
- If you use the DOOM2 response file and DM2CONV.WAD, remove the line in
- which appears /TEXTURE.
-
-
-
- ** DMT
- ------
- Included in this version of DM2CONV is DMT: my first program developed
- for DOOM.
- Please note that DMT is not related with DM2CONV: I distribute it here
- because I think DMT could be of some help to someone.
- DMT fully supports DOOM, but not DOOM2 or HERETIC although many options
- will work well.
- I may write a full DOOM/DOOM2/HERETIC compatible version if there is
- enough interest in this type of program.
- DMT has no documentation yet: if anyone can (and will) write one,
- he/she should contact me (I'm Italian: my English is poor);
- however just type DMT to get a list of known commands: type
- DMT HELP command to get help about any commands.
- DMT is both a batch tool and a command-line program.
-
- IF YOU ARE AN HACKER, TAKE A LOOK AT DMT!
-
-
-
- ** SPECIAL CONSIDERATIONS
- -------------------------
- The sky resources are now remapped when converting to DOOM II.
- This is performed by renaming each SKY? (? can be 1, 2 or 3) resource to
- RSKY?. This operation is automatically done when new wads are converted:
- for wads already converted use the /IGNORE switch. If a level has a wall
- with a texture named SKY? (example: GALAXIA.WAD by Pavel Hodek) it will
- be displayed fine after the conversion.
- The sky remapping works only in DOOM2 conversions.
- The original DOOM skies are not included in the DM2CONV.WAD file. You
- can build a wad containing the DOOM's skies with the following command:
- DMT -open DOOM.WAD -new SKIES -copy SKIES DOOM SKY*
- The output wad SKIES.WAD can be used directly with HERETIC or converted
- to be run with DOOM II:
- DM2CONV SKIES SKIES2 /IGNORE
-
- In the same way, you can build a wad containing all the DOOM's musics
- with the following command:
- DMT -open DOOM.WAD -new MUSICS -copy MUSICS DOOM D_E?M?.M
- then you can convert this file to DOOM II:
- DM2CONV MUSICS /M=1 /IGNORE
- or to HERETIC:
- DM2CONV MUSICS /M=1 /IGNORE /HERETIC
-
-
-
- ** DISTRIBUTION LICENSE
- -----------------------
- All files in the original distribution package are PUBLIC DOMAIN.
- You can freely distribute these files (also separately) in any form.
- The files included inside DM2CNV16.ZIP are:
- DM2CONV.EXE the converter!
- DM2CONV.PAS source for DM2CONV
- DM2CONV.DOC documentation
- DM2MKWAD.EXE the wad builder
- DM2MKWAD.PAS source for DM2MKWAD
- DOOM2.RSP sample response file for DOOM II conversion
- HERETIC.RSP the standard response file for HERETIC conversion
- OBJECTS.TXT object comparison table for DOOM/DOOM2/HERETIC
- DMT.EXE manipulation tool
- FILE_ID.DIZ package description
-
- For comments, bug reports, suggestions, etc.. please contact the author:
-
- snail-mail:
- Vincenzo Alcamo
- via Verdi 185
- 40059 Medicina (BO)
- ITALY
-
- e-mail:
- alcamo@arci01.bo.cnr.it
-
-
-
- ** PROGRAM HISTORY
- ------------------
- 01/21/94 v1.6ß Resource renaming.
- Improved documentation.
-
- 01/14/94 v1.5ß Sky resource remapping.
- Heretic support.
- External texture tables.
- Difficulty level supported.
- Some code rewritten.
-
- 12/14/94 v1.2 Music remapping. Other minor changes.
- Sources released in the public domain.
- DMT tool distributed to check reactions.
-
- 11/12/94 v1.0 The first release.
- DM2CONV.PAS should be in the distribution package:
- it wasn't for my fault.
-
-