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The Arsenal Files 8
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The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO
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g_quake
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newwad12.zip
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NEWWAD.TXT
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1996-09-18
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NewWad 1.2
(originally pcx2wad by daniel gilliland);
Modified by Christopher Wise
NewWad is a program to add textures in pcx, bmp or lbm formats
to the WAD2 files that are used by qbsp.
NewWad is my modification to PCX2WAD 0.98 by daniel gilliland.
pcx2wad now performs anti-aliasing on the smaller mipmaps using
a 2 dimensional sinc function.
Usage:
The command line syntax is:
newwad <scriptfile> <wadfile>
<scriptfile> is the full name of the script that newwad reads.
<wadfile> is the full name of the wad file to which the textures
are to be added. If you specify a wad file name that already
exists the textures will be added to the file. Your script file
should contain only the new entries if you are adding to the file.
WARNING: MAKE SURE TO BACK UP YOUR WAD FILES AS THIS PROGRAM HAS
NOT BEEN EXTENSIVELY TESTED AND COMES WITH NO GUARANTEE.
If the program exits with an error during the script reading
process the original wad file should be untouched. However if
there is an error during the writing procedure the wad file will
be corrupted, so keep a backup copy of your wad file.
Scriptfiles:
A script file is just a list of the inupt filenames and the
corresponding texture name that will be included in the wad file.
The texture name can be up to 16 characters long and can include
the '*' and '+' characters for animated textures. There should be
one entry per line. Comments are prefixed by // and can appear after
an entry or on a separate line.
NewWad supports pcx/bmp/lbm formats but only with 256 colour images
and dimensions that are a multiple of 16.
For example:
----script.txt-----
tech06_2.pcx TECH06_2
stairs.lbm STAIRS
// this is a comment
crate0~1.bmp CRATE
lava1.pcx *LAVA1 // this is a comment
-------------------
Running "newwad script.txt wadfile.wad" would do the following:
If a file called wadfile.wad does not exist then a file called
'wadfile.wad' would be created, and it would contain 4 mip textures:
TECH06_2, STAIRS, CRATE and *LAVA1. Use these names in .map files to
specify which texture you want each face to have. Also files called
palette.lmp and colormap.lmp would be written to disk. If you are
using the quake palette you can ignore/delete these files.
If a file called wadfile.wad exists then the 4 mip textures would be
added to the file. Palette.lmp and colormap.lmp would NOT be created.
Palettes.
The quake palette consists of 256 indexed colours, numbered from 0 to 255.
Color 255 is used as a transparency colour. Palette entries 240 to 254
are used as fullbright colours, that is these colours stay the same
intensity regardless of the surrounding light level in the game. In quake
they are used in lights, red sigils etcetera. Color 0 is the transparency
colour for sky textures. Sky textures are a 256x128 bitmap, the left
128x128 portion is the partially transparent part of the sky (fast-moving,
lower clouds), and the right 128x128 portion is the higher, slow-moving,
solid cloud texture. Palette index 0 is used for transparency.
The sub images only use the first 240 colours unless there is a direct match
to a fullbright colour or the transparent colour (palette entry 255).
NewWad now uses the palette from each file that is read. Thus it is
possible to create a wad2 file with textures based on another palette
for a total conversion. However, it is still the user's responsibility
to ensure that the palettes of all the input files are all the same.
Limitations:
You can't add a picture that is bigger than 512x256.
The imput image MUST have dimensions that are a multiple of 16 pixels.
The program exits if an error is encountered. A valid wad file is only
created if no errors are encountered so you must fix the error in the
script file or source images and rerun the program.
History:
0.99 I was going to write a complete utility but then I saw this
program and it's source and thought 'why reinvent the wheel?'.
Given that daniel gilliland wrote that he did not intend to update
the program I decided to do it myself. I had already written the
decimation routine so I just slotted it into the source and recompiled.
1.0 I have added the ability to update an existing wad file as well as
create a new wad file.
Email: Contact me (Christopher Wise) at wise@eng2.eng.monash.edu.au
Feel free to ask questions. I would like feedback if the program doesn't
work properly. I will try to fix any bugs, time permitting and may add
new features. I hope this program is of use to level creators.