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- DeuTex version 2.1 10/94
-
- Copyright (C) Olivier Montanuy 1994.
-
-
-
- Legal Stuff: see the end of this file.
-
-
-
-
- **************** EXECUTIVE SUMMARY ******************
-
- DeuTex stands for DEU's Texture Companion.
- (DEU is a DOOM level editor by Bendon Wyber and Raphael Quinet.
- and DeuTex was originaly derived from the code of DEU 5.21)
-
-
-
- DeuTex is *the* tool you all need to compose easily new PWAD for DOOM.
- It let you include:
-
- Levels (use a level editor like DEU, build the nodes with
- (BSP and the reject data with REJECT)
- Sounds (from WAV or AUDIO files, from MUS file obtained
- (from MIDI2MUS, or from text, for PC speaker sounds)
- Lumps (create demos with DOOM -devparm -record DEMO1)
- (create the ENDOOM text with TED)
- Graphics (from GIF or BMP files)
- Textures (from definitions in a text file)
- (a Windows Texture composer is being developped)
- Patches (from GIF or BMP files)
- Sprites (from GIF or BMP files)
- Flats (from GIF or BMP files)
-
- DeuTex should allow you to compose easily the PWAD you dreamt of,
- mixing levels and missions (from other WADS), textures, sprites...
-
- DeuTex also allows you to rip off entries from an existing PWAD
- in order to reuse those entries or to fix a problem in a PWAD
- (but first make sure you have the consent of the PWAD author's)
-
- DeuTex will merge a PWAD into your main IWAD, so as to overcome all
- the limitations of PWADs.
- Of course, the IWAD can be restored, and the PWAD regenerated.
-
- DeuTex also allows you to modify text strings in the DOOM executable
- (Dehacked can do that too. this is only provided for convenience)
-
- DeuTex is compatible with all versions of DOOM1 and should work
- with DOOM2 (I could not check).
-
- ATTENTION:
- DeuTex is not completely trivial to use. It requires a fully
- functionnal processing unit, with a least 10000 meg of available
- neurons, some basic DOS and DOOM specs dynamic libraries and
- at least 1 or 2 hour of spare processing time, with a minimum
- of 80% attention rate. You have been warned.
-
-
-
-
-
- ********************* THANKS **********************
-
- DeuTex would not have existed without the help of those people:
- Steve McCrea
- (author of TRINITY.WAD and DOOMTEX.)
- Raphael Quinet (quinet@montefiore.ulg.ac.be)
- (examples of GIF code... and DEU code too)
- Elias Papavassilopoulos (ep104@cus.cam.ac.uk)
- (Doom technical informations)
- Matt Fell (matt.burnet@acebbs.com)
- (Doom specs version 1.3)
- Keith Wilkins (spike@nectech.demon.co.uk)
- (creator of Wacker, a texture composer. try it!)
- Tom Neff (tneff)
- (Doom technical information)
- ID software (help@idsoftware.com)
- (for the DeuTex test bench, also known as 'DOOM')
- Thanks to all of you who reported bugs and proposed corrections
-
- ***************** CONVIVIALITY ************************
-
- DeuTex has NO human interface. I will seriously frown upon complaints
- about the lack of human interface. DeuTex IS MEAN TO BE RUN IN BATCH.
- Think of DeuTex as a PWAD compiler.
- You write your batch once, then you only have to double click on
- the batch to recreate your PWAD, each time you modify an entry.
-
- Writing DeuTex took a lot of time. I'm not sure I can afford more
- on a freeware Tool. I have a job too... and now DeuTex is released
- I *do* intend to have a life.
-
- You want a graphic interface? wait for DEU6.0
-
- ***************** DIRECTORY STRUCTURE****************
-
- DeuTex uses this directory structure to store DOOM entries:
-
- levels\ * for levels
- as 11-entries PWADS
- (with NODES,BLOCKMAP,REJECT already calculated)
- lumps\ * for lump
- as raw binary data (.LMP) for DEMO, ENDOOM, PLAYPAL...
- textures\ * for texture definitions
- as text file (see format.txt)
- sounds\ * for sounds
- as .MUS format for music (can be obtained from MIDI files)
- as .WAV file for soundcard sound effects
- as raw .LMP data for PC speaker sound effects
- graphics\ * for DOOM pictures
- as bitmap (.BMP) or GIF files (.GIF)
- sprites\ * for sprites
- as bitmap (.BMP) or GIF files (.GIF)
- floors\ * for floors
- as 64x64 bitmap (.BMP) or GIF files (.GIF)
- patches\ * for wall patches
- as bitmap (.BMP) ot GIF files (.GIF)
- substit\ * for text strings
- as text files (see format.txt)
-
-
- ****************** DISCLAIMER ************************
-
- This program is an ordinary DOS executable, compiled in HUGE memory model,
- with 386 instructions.It might not run under a 286.
- It was tested on Compaq LITE 4/33c and IBM Thinkpad 755c.
-
- I cannot be liable for damages consecutive to the use of that program.
- I did my best to avoid this, and use only very basic commands, but
- it is not possible to state that these will work for every hardware
- and software configuration.
-
-
-
-
-
- **************** Hardware Requirements **********************
-
- Compiled for 386.
- Does not make use of coprocessor.
- Should run with about 500k of free base memory, or less.
-
- **************** User Requirements ****************************
-
- Please read the Manual and the Advanced\ directory
- before asking questions. My time on the net is limited.
-
- Bugs report are appreciated if they come with the associated
- configuration files.
-
- **************** Special Features ************************
-
- - Particular to this program:
-
- * DeuTex can list text strings in DOOM.EXE
- DeuTex can replace strings among those listed. CAREFUL WITH THIS.
- (it is not 100% possible for a prog to decide what is a C string and what is not)
- FUNNY:
- - Replace the names of objects,
- - Replace messages from DOOM (in game, but also at the end of missions)
- - Choose the names of the animated walls and Floors.
- - Choose the names of the walls with switches
- NOT FUNNY:
- DO NOT REPLACE THE COPYRIGHTS AND COMMERCIAL NOTICES
- OF IDsoftware. YOU ARE NOT ALLOWED TO USE DeuTex FOR THIS.
-
- * DeuTex directly loads .GIF and .BMP pictures in PWAD
- Avoid the 24bit BMP format! use 8bit (256 color) and have the
- color quantisation done by a serious program. mine is lame.
-
- * DeuTex can merge a PWAD into the IWAD, and recreate the whole WAD directory,
- so that all kind of FLOORS can be defined. (in fact, all can be redefined,
- keeping only the adds on in PWAD)
-
- * DeuTex can ripp off graphics .BMP and lumps out of your favorite
- PWAD, for contemplation or reuse WITH WAD AUTHOR AGREEMENT ONLY.
-
- * DeuTex can check your PWAD for errors in TEXTURE definitions
-
- * DeuTex can load sounds as WAVE, PC sounds as text (don't laught)
- and Music as MUS format.
-
- - Valid for all textures editors/compilers:
-
- * Create any texture you want for DOOM walls
- DOOM will ignore heights above 128.
- Width should be rounded to the next power of 2. (8,16,64,128,256,512,1024 are usable)
- The patches composing textures shall not be more than 320 wide.
-
- * Create textures for transparent walls
- beware: composed of one patch only, else you'll get the Medusa Effect.
-
- * Create animated walls with (almost) any sequence of pictures.
- No known limit in number of frame. 12 is OK.
- See DOOM SPECS 1.3 for more info.
- 2 ways:
- - You declare your animated walls, in the texture list between two other DOOM
- animated walls (which you shall redefine also)
- - You use DeuTex to change, inside DOOM.EXE, the name
- of the extremity of the animated walls and flats.
- * you can change the definition of the walls bearing switches.
- let them swith to something else.
-
- * You can use almost all the graphic entries for texture composition:
- - sprites (like in TRINITY.WAD)
- - existing wall patches
- - newly defined wall patches
- But DON'T use the DOOM font STCFNxxx, or reload it with another name, like in
- TRINITY version 2. (info from Elias Papavassilopoulos)
-
- * Create a non repeating sky texture: see TRINITY version 2.
- define the SKY1 (or SKY2, or SKY3) entry as a 1024x128 area
- and place your patches so as to cover it all.
- Your patches will appear horizontaly inverted, though.
- 0=south, 256=east, 512=north, 768=west.
-
- * for best results, see the explanations of TRINITY.WAD by Steve McCrea
-
-
-
-
-
-
- ******************** DeuTex Commands ****************************
-
-
-
- All the optionnal commands must appear before the non optional ones
- else they will be ignored. (talk about commandline parsing!)
-
- * Help commands
-
- DEUTEX -help
- won't help you a lot, but will give you the parameters.
- DEUTEX -format
- will print the format of WAD creation directives.
- You might prefer to have a look at format.txt.
-
- * Optionnal commands
-
- DEUTEX -doom <doom directory>
- OPTIONAL COMMAND
- DEFAULT IS: CURRENT DIRECTORY or \DOOM or \DOOM2
- use that command to indicate the directory where you put your DOOM.WAD and DOOM.EX
- example: -doom C:\DOOM
-
- DEUTEX -dir <working directory>
- OPTIONAL COMMAND
- DEFAULT IS: CURRENT DIRECTORY
- This defines the working directory, which contains WAD creation directives
- and all the subdirectories containing PWAD parts
-
- DEUTEX -deu
- OPTIONAL COMMAND
- Use this if you want DeuTex to add 64k of junk at the end of your PWAD.
- What for? to compensate a bug of DEU 5.21, that make it crash sometimes,
- when viewing pictures.
-
- DEUTEX -gif
- OPTIONAL COMMAND
- save as pictures as GIF instead of BMP
-
- DEUTEX -sprite
- DEUTEX -patch
- DEUTEX -sound
- OPTIONAL COMMANDS
- to be use with -xtract, to extract only sprites, or only wall
- patches, if you lack space on your hard disk (who doesn't!)
-
- DEUTEX -iwad
- OPTIONAL COMMAND
- to be used with -make, to make an IWAD instead of a PWAD.
- This is necessary if you are building a complete sprite PWAD.
- tested on DOOM.WAD: decomposed then recomposed.
-
-
- * Commands to decompose and recompose PWADs
-
- DEUTEX -wadir <thatcool.wad>
- Directory list, with entry identification.
- in PWADs, exact entry identification is sometime impossible.
- then SPRITES or FLATS or PATCHES might be reported as GRAPHICS.
- DEUTEX -void <thatlame.wad>
- Check for unused bytes in a PWAD.
- report unused zones, total bytes, and... oh, guess this one.
-
- DEUTEX -xtract <thatcool.wad>
- DEUTEX -extract <thatcool.wad>
- will extract lumps, graphics, floors, patches, sprites, sounds, levels
- from a WAD and put them in mydir, into the relevant subdirectory.
- the file WADINFO.TXT will contain the WAD creation directives.
- use -dir to specify the working directory
- See format.txt for the format of WADINFO.TXT
-
- DEUTEX -textures
- list the textures contained in DOOM.WAD (or redefined
- in a PWAD) into a text file. TEXTURE1 and TEXTURE2 are listed.
-
- DEUTEX -make <wadinfo.txt> <myown.wad>
- DEUTEX -build <wadinfo.txt> <myown.wad>
- DEUTEX -create <wadinfo.txt> <myown.wad>
- <wadinfo.txt> is read only and defines the entries to put
- into MYOWN.WAD. see format.txt for explanations.
- also use DEUTEX -xtractwad
- <myown.wad> will be created, unless it already exist in
- which case the command will fail. delete it first.
- this command replaces the utilities DMGRAPH,DMMUS,DMTEX,DMAUD
- (however DMAUD recognise more than just .WAV and .AU)
-
- * command to merge a PWAD into the main IWAD
-
- DEUTEX -restore
- Will restore DOOM.WAD and the merged MYOWN.WAD.
- To be used after the -merge command, to undo the job.
-
- DEUTEX -merge <myown.wad>
- Will put entries of MYOWN.WAD into the main DOOM.WAD file,
- removing all restrictions DOOM puts on PWAD.
- This is much safer and much cleaner than inserting/restoring
- entries with DMGRAPH or such.
- To be used especially for SPRITES and FLATS.
-
- Note on safety:
- - ONLY 8 BYTES of DOOM.WAD are modified (but file size increase...)
- - thus you can undo the job by hand, if really needed.
- - MYOWN.WAD is put INTACT into DOOM.WAD. you can delete it because
- it will be restored intact. (really: no modifications at all)
- - Only about 32k of additional disk space are needed.
-
- How does it work?
- - Restoration information is added at the end of IWAD.
- - Then the PWAD is pasted intact.
- - Then the IWAD directory is entirely rebuilt (about 32K).
- - The pointer to the DOOM directory is modified (8 bytes)
-
- I did my best so that command is the safest possible.
- I tested this command thouroughly and believe it can be trusted.
-
- However, the resulting IWAD might not work with DOOM if the PWAD
- you are including does not respect some conventions about SPRITES and
- FLATS. In that case, just restore it.
-
- The convention is:
- there must be F_START or FF_START before the first floor
- there must be S_START or SS_START before the first sprite
- This is compatible with DMADDS.
- Sorry but there is NO OTHER WAY if we want to be able to
- add new sprites and floors, unreferenced in DOOM.WAD.
-
- * command to hack text strings in DOOM.EXE
- (equivalent and somehow safer functionnality exist in DEHACKED)
-
- DEUTEX -strings
- Will list in a text file some of the strings existing in DOOM.EXE
- and suitable for replacement. Result can be found in file
- SUBSTIT\ORIGINAL.TXT
-
- BEWARE:
- this list is huge. copy into MODIFIED.TXT only those strings that you
- want to modify. see format.txt for explanations on the format of
- ORIGINAL.TXT and MODIFIED.TXT
-
- DEUTEX -substitute
- the file SUBSTIT\MODIFIED.TXT will indicate which strings must
- be changed in DOOMFAKE.EXE.
- This command replaces the utility DMSTR.
- It is a bit slower because it does NOT depend on a particular
- version of DOOM.EXE. If a string exists, it can be substituted.
-
-
- ******************* Known problems **********************
-
- - DeuTex is not a graphic editor
- A front end is under development in Visual Basic 3.0
- - DeuTex makes limited check on your PWAD
- I check only texture consitency. suggestions?
- - BMP 24bit color quantisation is slow.
- I didn't bother to write a correct code for it. yet.
- - Entry type identification does not always work with PWAD.
- no general solution to this problem, only best effort.
- - void entries are saved as LUMPS,
- - sprites and flats are missed if conventions are not
- respected. (files generated by hand or by wackerb7)
- - Sprites PWADs only work if you don't reuse existing sprites
- Use DeuSF or DMADDS if you want to replace sprites
- Anyway, deutex -mergewad will work also.
- - Flats don't work in PWAD
- Use DeuSF or DMADDS if you want to replace sprites
- Anyway, deutex -merge will work also.
- - WAVE and AUDIO file format are hacked
- might not *always* work correctly
- - PC-speaker sound format is unknown
- (but only those with laptops bother about it)
- - No MIDI support
- I dunno how to write the code. contributions waited :-)
- - Levels must be complete and entries in the right order, before
- being inserted in a PWAD by DeuTex.
- - Source is NOT included.
- not yet.
-
-
- ********************* Legal Stuff *********************
-
-
-
- ***********************************************************************
- * I have no relations with IDsoftware (except as a registred user) *
- * They don't care about this program, and certainly never will! *
- * I have good relations with Raphael Quinet and Bendon Wyber but *
- * they are NOT supposed to answer questions about this program. *
- * I have good relations with Steve McCrea, but they will get poor *
- * if he receives questions about my program *
- * so please: *
- * Direct all comments to me, don't bother them. *
- ***********************************************************************
-
-
-
-
- DeuTex is Copyright (C) Olivier Montanuy 1994.
- The GIF modules are derived from a source by David Koblas
- DeuTex is Freeware but NOT public domain.
-
- Why is DeuTex Copyrighted? so that I can make the following
- requirement, which would be impossible with Public Domain status:
-
-
- YOU ARE NOT ALLOWED TO MAKE ANY MODIFICATIONS TO THIS PROGRAM
- AND TO ALL THE INCLUDED FILES. ALL THE FILES INCLUDED IN THIS
- PACKAGE SHALL BE RELEASED TOGETHER.
- If you want modifications, ask me, I'll do my best.
- Later on I'll release the source, when stabilised.
-
- USE AT YOUR OWN RISKS. NO LIABILITY.
- It runs under DOS, so behaviour is unpredictable .
-
- YOU ARE NOT ALLOWED TO MAKE ANY KIND OF PERSONNAL PROFIT BY
- SELLING, RENTING, LEASING, OR USING THIS PROGRAM, WITHOUT MY
- EXPLICT WRITTEN CONSENT.
- If you are interested in distributing it on a CD or any other
- media, contact me first. I should accept, provided:
- - you keep the price low, for maximum availabilty.
- - you send me a free copy.
-
- SPECIAL EXCEPTION: CompuServe is allowed to distribute this program
- for a fee, provided I receive (by e-mail) a monthly report of the total
- number of uploads.
-
-
- * Alright folks, it was a shame, but it had to be stated somewhere...
-
-
-
-
-
- ************** LAST WORDS (AT LEAST!) **************
-
-
- Thanx for using DeuTex.
-
- I wasted long hours on it, so I could hope it will be of use.
- Though in fact I just wanted to program *something that works*,
- It's a kind of moral crisis that I had to atone in an orgy of
- programmation. Such things happen when you spend too much time
- dealing with norms and specifications...
-
-
- Olivier Montanuy,
-
- E-Mail:
- montanuy@lannion.cnet.fr Work time mailbox
- montanuy@dmi.ens.fr Leasure time mailbox
- montanuy@idsoftware.com Dream time mailbox
- Address:
- Manoir de Keringant, St Quay Perros, 22700 Perros Guirec, FRANCE
- This is in Bretagne (Brittany), the westernmost part of France.
- Phone:
- +33 96482047 (time: UTC+1)
- modem: 1 bit of usable information per second (vocal emulation)
-