home *** CD-ROM | disk | FTP | other *** search
-
-
- ************ Formats of the Text files for DeuTex *************
-
- ***************************
- * WAD Creation Directives *
- ***************************
-
-
- the creation directive file is necessary to use the -make command.
- It is automatically generated by the -xtract command.
-
- This file lists the entries wich are present in the PWAD file.
- It contains 6 sections: LEVELS LUMPS TEXTURES SOUNDS GRAPHICS FLATS.
- This is the same order as that of DOOM.WAD.
-
- The sections MUST appear in that order. Those not in the right order
- will be ignored without warning. All the sections are optionnal.
-
- note:
- - There is no PATCHES sections. PATCH loading is automatic.
- - There is no PNAMES entry defined. PNAMES creation is automatic.
- - TEXTURE1 and TEXTURE2 are reserved TEXTURE names. TEXTURE1 must
- be present if *any* texture is redefined. TEXTURE2 shall *not*
- be present if no registred (DOOM1) texture is defined.
-
-
- ************************ WADINFO.TXT *****************************
-
- #
- # lines begining with '#' are comments
- #
- # The LEVELS section define the DOOM1 levels and DOOM2 maps.
- #
- Begin: LEVELS
- E1M2 #DeuTex will look for LEVELS\E1M2.WAD
- MAP04 #DeuTex will look for LEVELS\MAP04.WAD
- End: LEVELS
- #
- #
- # E1M2.WAD must contain all the 11 entries that define a level.
- # which means the NODES and BLOCKMAP and REJECT must have been built
- #
- # if E1M2.WAD contains one level, it will be selected.
- # if E1M2.WAD contains many levels, the one named 'E1M2' will be selected.
- #
-
-
- #
- # The LUMPS section defines the lumps of raw data for DOOM
- #
- Begin: LUMPS
- ENDOOM #DeuTex will look for LUMPS\ENDOOM.LMP
- DEMO1 #DeuTex will look for LUMPS\DEMO1.LMP
- End: LUMPS
- #
- # See the DOOM SPECS for a precise description of all those entries.
- # Apart from the DEMO, there is no real need to mess with them.
- # DEMOs can be recorded by DOOM.
- #
-
-
- #
- # The TEXTURES section defines the new textures.
- #
- Begin: TEXTURES
- #DeuTex will first load TEXTURES\TEXTURE1.TXT
- MYWALLS #DeuTex will look for TEXTURES\MYWALLS.TXT
- #DeuTex will then look for TEXTURES\TEXTURE2.TXT
- End: TEXTURES
- #
- # If you redefine any texture, TEXTURE1.TXT must be present.
- # it is loaded before anything else, because else the old textures
- # might not appear in DOOM. Must be a bug...
- # TEXTURE2 is optionnal. Redefine it only if you need to modify
- # one of the registred textures.
- # DOOM2 does not contain a TEXTURE2 entry.
- #
-
-
-
- #
- # The SOUNDS section defines MUSIC, PCSOUNDS and WAVE SOUNDS
- #
- Begin: SOUNDS
- D_E2M3 #DeuTex will look for SOUNDS\D_E2M3.MUS
- #this is the music of Episode2 Mission3
- D_E3M4 * #sets D_E3M4 music to be equal to D_E2M3
- D_MAP01 * #set D_MAP01 music to be equal to D_E2M3
- DSSLOP #DeuTex will look for SOUNDS\DSSLOP.WAV or .AU
- #this is a WAVE sound, meant for sound cards.
- DPSLOP #DeuTex will look for SOUNDS\DPSLOP.TXT
- #this is a PC speaker sound.
- End: SOUNDS
- #
- # MUS format can be obtained from MIDI with MIDI2MUS, or converted
- # back to MIDI by MUS2MIDI (by just_joe). These are separate utilities.
- # This is not a feature of DeuTex because I have no knowledge of MIDI.
- #
- # The WAV and .AU format were hacked. DeuTex can't read compressed data.
- #
- # The format of the PC-speaker sound is a list of integer (range 1-255).
- # Must represent the inverse of frequency or something. I dunno.
- #
-
- # The GRAPHICS section defines all the fixed pictures.
- # you can only use already existing names, to replace the
- # correponding entry.
- Begin: GRAPHICS
- WIMAP1 #DeuTex will load GRAPHICS\WIMAP1.BMP
- STHURT1 23 45 #DeuTex will load GRAPHICS\STHURT1.BMP
- #and set the insertion point to 23,45
- STHURT2 * #DeuTex will set STHURT2 equal to STHURT1
- End: Graphics
- #
- # Fixed pictures include: opening screen, texts (!), menues,
- # status bar, ending pictures ...
- # You can only use names already defined in DOOM. Else DOOM will
- # ignore them. (you'll be warned :-)
- #
-
- #
- # This section declares the SPRITES.
- #
- Begin: SPRITES
- BOSSB1 #DeuTex will load SPRITES\BOSSB1.BMP or .GIF
- #and calculate insertion point by itself
- BOSSA1 10 20 #DeuTex will load SPRITES\BOSSA1.BMP or .GIF
- #and set the insertion point to 10,20
- BOSSA2A8 * #DeuTex will set BOSSA2A8 equal to BOSSA1
- End: SPRITES
- #
- # If you redefine all sprites, use the -iwad option.
- # else you'll have to use DeuSF to rebuild a complete sprite PWAD
- # each time. This is because of a limitation of DOOM which still
- # has not been removed (ask IDsoftware about it).
- #
-
- #
- # Don't declare your patches.
- # the patch, say xxxx, will be automaticaly loaded in PWAD from
- # file PATCHES\xxxx.BMP or .GIF if:
- # - 'xxxx' is referenced in one of the TEXTURE files, as a patch.
- # - 'xxxx' exists as a patch in the original DOOM, and a file
- # PATCHES\xxxx.BMP or .GIF exists. (replacement of existing patch)
- #
-
-
- #
- #
- # The FLATS section declares the Floors and Ceiling.
- #
- Begin: FLATS
- GRASS #DeuTex will load FLATS\GRASS.BMP or .GIF
- HERBE * #DeuTex will set HERBE to be equal to GRASS
- End: FLATS
- #
- # You can define new Flat names, or redefine existing flats,
- # but unless you redefine the complete list of FLATS, and use
- # the -iwad option, you'll have to rebuild the complete FLAT
- # list with DEUSF each time you want to use the PWAD.
- #
-
- #
- # WAD creation directives end here
- #
-
-
-
-
-
- **********************************
- * Format of Textures Definitions *
- **********************************
-
-
- # Texture file
- #
- Begin: TEXTURES
- #
- ASHWALL 64 128
- * W104_1 0 0
- #
- # BIGDOOR7 is a texture of size is 256x128 (X size, Y size)
- # composed of two patches, W105_1 and W105_1
- # respectively placed at offset -4,-4 and offset 124, -4
- # '*' at the beginning of line indicates a patch
- #
- BIGDOOR7 256 128
- * W105_1 -4 -4
- * W105_1 124 -4
- #
- # FLOWER is a new texture, composed of an old patch
- #
- FLOWER 32 128
- * TP5_1 0 0
- #
- # BLODGR2 redefines the old BLODGR2 texture to be composed of
- # the new patch BIRDY
- #
- BLODGR2 34 128
- * BIRDY 0 0
- #
- # new texture HADDOCK, composed of new an old ones
- #
- HADDOCK 64 128
- * FISH1 0 0
- * BIGFISH 23 44
- * TP5_1 0 0
- #
- #
- End TEXTURES
- #
- # texture definitions end here.
-
-
- Once you have created a new PWAD, check it with the -check
- command. DeuTex will complain for:
- texture width which are not power of 2
- (DOOM rounds them to a power of 2)
- texture height above 128
- (DOOM ignore everything above 128)
- textures with columns not covered by any patch
- (DOOM exit with an error)
-
- READ the DOOM SPECS by Matt Fell
-
- Avoid common mistakes, like:
- - using a multi-patch texture for a transparent wall
- - using a texture of height below 128 on a wall whose
- height is superior to that of the texture.
-
-
-
-
- *****************************
- * format of list of strings *
- *****************************
-
- (-list2exe -exe2list)
-
-
- This function allows you to modify strings in DOOM.EXE
-
- # exemple
- Let: #original_string_as_found_in_DOOM.EXE#
- Be: #your_own_modification_of_that_string#
- #
-
- DO NOT EDIT THE STRING JUST AFTER 'Let:'
- EDIT ONLY THE STRING AFTER 'Be:'
- SUPPRESS ALL NON NEEDED STRING PAIRS.
-
- REPLACE ONLY DATA THAT IS OBVIOUSLY A STRING
- (DeuTex cannot find exactly the start of strings)
-
- DON'T EDIT SMALL STRINGS (high crash probability)
-
- ONLY CHANGE STRINGS OBTAINED FROM 'exe2list'
-
- DOOM.EXE is preserved. You must copy it to DOOMFAKE.EXE
- before you try to modify it.
-
- Better use DEHACKED if you're not sure of what you're doing.
-
-
-
-
-
- *******************
- * PC sound format *
- *******************
-
- only a list of number, between 0 and 255
-
- The higher the number, the higher the pitch played.
- must be in proportion with the inverse of the delay between
- two speaker click...
-