home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Demon Gate 666
/
DemonGate666.bin
/
mac
/
DETAILS
/
L-N
/
NWT101
/
NWT.DOC
< prev
next >
Wrap
Text File
|
1994-11-24
|
17KB
|
346 lines
NewWadTool NWT v1.1
Copyright (c) 11/94 by Denis Möller, TiC, denis@doomsday.sh.sub.de
Documentation
Introduction & Legal stuff
--------------------------------------------------------------------------
Use NWT at your own risk. The software in this archive are distributed
"as is" without warrenty of any kind. The author is not liable for any
direct or indirect damage caused as a result of using this program.
The software is distributed as Freeware. NO fee or payment may be charged
for this program. You are not allowed to change the program.
Doom & Doom 2 are trademarks of id software.
DEU is written by Raphaël Quinet & Brendon J Wyber.
DeuTex & DeuSF are written by Olivier Montanuy.
Dmaud & Dmgraph are written by Bill Neisius.
Dmadds/f is written by Bernd Kreimeier.
Credits
--------------------------------------------------------------------------
Thanks to
- id software
- Raphaël Quinet & Brendon J Wyber for the great editor utility
- Hank Leukart / Matt Fell for the Doom Specs
NWT is completely written in plain Turbo C with a lot of assembly
routines. No part of the source was taken from other programs, the
complete source code is a work of my evil brain except the GIF save/load
routines, taken from a SimTel CD, author unknown.
NOTE: NWT will not be converted for any other system. Get DeuTex & DeuSF
if using another system.
Description
--------------------------------------------------------------------------
With NWT you got a very powerful tool in your hands. NWT will offer you
the following things to do with your Doom or Doom 2 IWAD:
- extract (export) any kind of resource saving it to GIF, PCX, WAV, VOC,
RAW or WAD (PWAD) files
- insert (import) any kind of resource from GIF, PCX, VOC, WAV or RAW into
IWAD, PWAD or RAW files
- view any graphic-resources in standard VGA 320x200x256 or as hex dump,
play any sound resource through a SoundBlaster (or compatible) soundcard
(internal pc speaker does not work anymore, sorry)
- edit or add new texture patches, includes editing PNames resource, save
it to WAD, RAW or TXT files (for compatibility to DeuTex :)
- if you change sprites or flats, you must pack all sprites/flats in your
PWAD - NWT will do it for you (replaces DMADDS/F & DeuSF)
- open any WAD (PWAD) file and extract (export) all resources you want for
your own PWAD file
- WAD cleaner - due to the use of tools (also NWT), a WAD file may contain
useless stuff - NWT will rewrite your WAD (IWAD or PWAD)
- all features possible with every version of Doom & Doom 2 !
Finally, you'll never need any other tool, except a level editor of your
choice to make new levels. :-)
Requirements
--------------------------------------------------------------------------
NWT is a DOS program, you don't need Wind*ws to run it. It should work
on any machine Doom runs on (in Dos). I can't guarantee NWT will work on
your computer, but it works well on my 486. You need at least 480k free
memory to run it and a mouse is and will be NOT supported.
If you use the arrows it is probably a bit slow because of checking and
displaying resource data at the screen. Norton's SPEEDISK gives great
improvement. Also a cache is very good.
The menu idea is taken from 'Wad Tools 1.00' by Jeff Miller. (never
updated I think). First I wanted a tool like this but it became monstrous.
At least knowledge of the structur of WAD files is needed. If you don't
know how to add a PWAD to Doom, how to use sprites in PWADs or even what a
resource is - stop here and read the Doom Specs first.
Setup
--------------------------------------------------------------------------
After the first start NWT will prompt you to setup the program. Easily
move with the cursor keys to change the configuration.Press RETURN to save
your changes. ESCAPE ends without saving but using the current settings.
Remember: 'Primary graphic output file' means that NWT will give you a
filename with this extension. If you set it to GIF now and you want a PCX
later, just type a filename with this extension later. NWT will check the
extensions to get the format to use.
Sometimes it is useful to have a window and the original palette when
viewing graphic resources. If you want it, just move the X to YES.
Everytime you want you can edit the setup again. Just type ALT-S or
delete the file NWT.CFG before starting NWT.
Using NWT
--------------------------------------------------------------------------
You can use NWT in menu mode or batch mode. Some functions are not
available in batch mode, others are not in menu mode. See section 'Batch
mode commands' for details. To use menu mode, just start NWT without any
parameters.
At the first view, NWT seems to be a bit confusing... Try it and you
will know how easy it is. If you can't get it, print out 1STSTEPS.DOC and
follow the instructions to see how it works.
Viewing graphic and playing sound resources
--------------------------------------------------------------------------
To view a graphic resource or play a sound resource through the output
device SoundBlaster , just push RETURN. NWT will check the resource to
get the type of it. You can't view any non-graphic resources. You can't
play the speaker sound resources (DPxxxxxx). To view a hex dump of it just
type F1 and use the arrows to move.
Btw:the SoundBlaster base adress MUST be 220h.
Extracting resources (export)
--------------------------------------------------------------------------
To extract a single resource to a RAW file, just choose the resource
with the Up & Down arrows and push F2. You can change the name of the
output file or just push RETURN to confirm.
If you want more than one resource to extract, just mark the resources
with SPACE and finally push F2. NWT will now extract all marked resources.
Push SPACE again to unmark a single resource or push F10 to unmark all
marked resources.
To extract resources to GIF/WAV files, type F3 - NWT will check for the
type of every single resource (if more than one).
To extract to a PWAD file type F4 - if the PWAD file already exist, NWT
will always APPEND resources not existing in the PWAD. If a resource
already exist in it, NWT will overwrite it leaving the old one in it!
Right, the old one is useless, but writing everytime the hole PWAD takes
a lot of time. If you got all resources you want in it, just CLEAN the
PWAD with NWT. (Btw: Dmgraph & Dmaud are doing it mostly the same way)
To save to a new PWAD, change the name or delete the old one.
Inserting resources (import)
--------------------------------------------------------------------------
There are three ways of inserting resources:
- Insert into existing IWAD (opened DOOM.WAD or alternate PWAD)
- Insert into existing/new PWAD(s)
- Insert with saving to RAW
Again, seems to be a bit confusing but it is very useful.
If you got a resource as a RAW file and you want it to be a PWAD file,
just type F6 and change or confirm the given name. Done. NWT will append
PWAD files the same way described above.
It works the same way with inserting GIF & WAV. Key commands are as
follows:
F5 - Import RAW file into IWAD (changing your DOOM.WAD)
F6 - Import RAW file into PWAD (append/overwrite if exist)
F7 - Import GIF/WAV into IWAD, NWT will check type by extension
F8 - Import GIF/WAV into PWAD
F9 - Import GIF/WAV to RAW, just converting GIF/WAV to RAW
If you write a resource into the main IWAD file, NWT will check for the
new and old length of it, smaller resources will be overwritten, larger
will be appended at the end of the file. (just like Dmgraph & Dmaud)
If you insert a resource from a GIF or PCX file, the size of it is taken
from the original resource! (you don't have to save your graphics with
the correct size, but you MUST save your new graphic in the upper left
corner!) - but you can change the size and offsets after typing the name
of the file. To make it a bit more confusing, you can only enter new sizes
and offsets if you are inserting single resources.
(This will probably change in future versions. Let me know what you
think!)
NOTE: If you want to insert a new WAV or VOC file, they MUST have 11025
samples per second! Convert it with your sound-editor before inserting.
Editing Textures
--------------------------------------------------------------------------
This is a very nice feature of NWT. You can edit old texture-patches by
overwriting them. Also you can edit completely new patches, with new names
and use them in Doom or in DEU too!
You can save the new texture data as RAW, WAD or TXT files. TXT is a
very plain method of DeuTex to edit new textures. You can use DeuTex to
generate the new data for Doom. (but why?)
To edit a new texture-patch, you must find the texture resource in your
Doom IWAD first. In Doom there are two of them, TEXTURE1 for the shareware
version and TEXTURE2 for the walls used in the registered version. To find
them in the resource list of NWT, just type ALT-T or type the word 'text'
and NWT will search for it. Choose the one you want (in Doom 2 is only one
texture resource) and push RETURN.
NWT will now show a list of all texture-patches defined in this texture
resource. Press RETURN to view one, F1 to list the used patches in the
active texture-patch.
To edit a texture-patch type F2, confirm the given name or enter a new
one. Then confirm or enter the output filename. NOTE: the extension deter-
mines the format to save. The next important parameter is the size of your
texture patch. Don't use any exotic size, normal textures are 256x128,
64x64, 64x128... The largest texture may be 256x128. Avoid odd numbers!!
The sum of the sizes of all wall patches used must be <= 64k. NWT also
limits the maximum of used patches to 64. This is the maximum used in
Doom & Doom 2.
After you entered the size, NWT will list all PNAMES. Doom allows only
graphic resources for texture patches listed in this PNAMES-list. Of
course you could put all graphic resources in this list, but this is not
very usefull. Now you can mark all PNames you want for your new texture
patch. NWT will display the name of a texture using this PName so you can
easily choose them without viewing all PNames. (Because these PNames are
the resource-names they are not called CEMENT or GRAY, mostly they are
called WALLxxx, not giving any idea of their type).
After you marked all PNames you want, type F2 again. Now you are able to
edit the texture patch. Simply push SPACE to add a patch to your texture.
NWT will switch to graphics mode and you can place the patch wherever you
want. Press RETURN to confirm or escape to abort placing the patch.
Back in textmode you can view your texture (F2), list the patches used
so far (F1) or clear the hole patch (F3), if you don't like it. Push SPACE
to add another patch, save the texture with F10 or press ESCAPE to abort
editing.
If you save the texture, NWT will read the hole texture data from the
output file (if existing) and overwrite it with your changes. This way you
can edit a lot of new textures saving them in the same file. Of course you
can edit the same texture many times, overwriting it everytime. :)
If you save every texture patch in a single file you will NOT be able to
combine them to one texture resource! (You can't add two PWADs containing
the same resource to Doom or DEU - one will overwrite the other.)
That's all about texture editing. Trial and error is the best method of
learning it! :)
Viewing/Editing PNames resources
--------------------------------------------------------------------------
Every Doom IWAD needs this resource. It's a list of wall patches, which
are used in textures resources. For more information read the Doom Specs.
With NWT you are able to edit this list; editing means adding & deleting
objects (resources). To view/edit the PNames list, press ALT-P. Type RET
to view a resource, F2 to add pnames or F3 to delete pnames. You can mark
more than one pname and delete them all by pressing F3.
NOTE: If you are a lucky guy trying to irritate Doom - just delete some
of the pnames and start Doom. All other people - don't try to delete some
of the given pnames. This function is implemented only for deleting pnames
added by you.
Like saving texture-resources, you can't save this pnames-list direct
into the main IWAD - better save as a RAW file and insert this RAW file
later into your WAD.
Working with PWADs
--------------------------------------------------------------------------
With NWT you can view the resource directory of any PWAD. You can
extract single or all resources to other PWADs (appending them) or export
them for editing (GIF, WAV). Also, you can load a PWAD and delete all
resources you want. Simply type '-' to delete a resource. Of course all
marked resources will be deleted. I decided to use this key, because it is
a very dangerous function.
To open a PWAD type ALT-L.
NOTE: NWT will NOT delete the resources, it will change the directory of
the opened PWAD. After deleting some resources, I recommend using the
batch command -c (WAD-cleaner).
Please use PWADs only with authors agreement!
If you load a PWAD, it will be named as the active IWAD file, this means
if you save any resource into IWAD now, it will be written into your
opened PWAD. Of course your PWAD is still a PWAD file.
Batch mode commands
--------------------------------------------------------------------------
Now I will list all parameters available at the command line for NWT.
* NWT -file wadfile.wad
Will force NWT to load an alternate WAD file. The WAD file is now called
IWAD, because it replaces the (normally loaded) DOOM.WAD file. Of course
it is not really a IWAD file. With this option you can edit several WAD
files without having any Doom version installed.
NOTE: If you like to edit new textures in this kind of IWAD files, they
must contain the TEXTURE & PNAMES resource! Of course all P-resources
(wall patches) are needed! (So, better edit new textures having your
DOOM.WAD loaded :)
* NWT -c wadfile.wad
Will rewrite any WAD file completely. Because after using tools
(including NWT) there may be unused stuff in WADs. Can take a while.
e.g. NWT -c doom.wad
* NWT -as wadfile.wad
Will add all sprites not existing in your wad. If you got no sprite
resources in your PWAD, NWT will export all sprite resources.
You can have any other resources in your PWAD too. It doesn't matter.
Of course there must be a Doom IWAD in the same directory.
e.g. NWT -as mywad.wad
* NWT -af wadfile.wad
The same as above but flats (floor & ceiling textures).
e.g. NWT -af thesame.wad
Versions, Changes, Bug fixes
--------------------------------------------------------------------------
Version 1.0ß, 11/14/94
+ Initial release
Version 1.1, 11/20/94
+ Various little bugs fixed
+ Dmgraph-GIF-bug fixed (because dmgraph adds unused extra stuff to GIFs)
+ Better editing of filenames
+ Added directory display (can display a maximum of 1500 files/dir !)
+ Directory sort by NAME or DATE - default settings in setup
+ New feature: editing PNames resources
+ New feature: deleting resources from your opened WAD, very usefull :)
+ NWT now remembers the name of the last texture file & the last PWad
file edited
+ Speed up (file in-out functions)
+ More free memory for resources (see Restrictions)
- Speaker sound output does not work anymore due to change of memory
model, maybe in future versions
If you received an updated version of NWT, be sure to delete NWT.CFG
before starting NWT!
Restrictions, Error Codes, Known bugs, Future plans
--------------------------------------------------------------------------
This version of NWT is restricted as follows:
Saving to PWAD allows a maximum of 3500 resources, the Doom or Doom 2 IWAD
file may contain a maximum of 3500 resources, 500 PNames and 500 Textures.
(in one texture resource).
Error #2 means: No DOOM.WAD or DOOM2.WAD found. Copy NWT in your Doom
directory or use the command -file.
Error #3 means: Not enough memory. Kill some TSR's, free your memory.
I think 480k free memory should be enough to run NWT.
Future plans? I think NWT has all functions you need. Anyway, if you got
some really good ideas...
If you prefer batch-wad-editing try DeuTex.
What do you think? Do you like it? Not?
Any ideas? Comments? Suggestions? Bug reports? Let me know!
Btw: Please upload this program wherever you are on. I don't have
ftp access. Thanks.
(c) 11/94 Denis Möller, TiC
denis@doomsday.sh.sub.de
BBS: Error +49-4351-2796, login as gast/gast (guest/guest)