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- DeuTex version 2.6 11/94
-
- Copyright (C) Olivier Montanuy 1994.
-
- DeuTex code was originaly derived from DEU5.21
- by Brendon Wyber and Raphael Quinet
- DeuTex uses various contributions,
- for some particular file formats.
-
-
-
- ******************** DeuTex Commands ****************************
-
-
- COMPLETE COMMAND REFERENCE
-
- I am lying: it's not complete. But those commands not mentionned here
- you shall never need to use (it's for Visual Basic).
- Commands with an '*' are not implemented in the VB version. I forgot them.
-
- All the optionnal commands must appear before the non optional ones
- else they will be ignored.
-
- * Help commands
-
- DEUTEX -help
- DEUTEX -syntax
- will print the format of WAD creation directives (wadinfo.txt).
- You might wish to have a look at format.txt for more thourough
- explanations.
-
- * Optional commands
-
- DEUTEX -doom <doom directory>
- 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>
- DEFAULT IS: CURRENT DIRECTORY
- This defines the working directory, which contains WAD creation directives
- and all the subdirectories containing PWAD parts
-
- DEUTEX* -deu
- 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* -rgb <R> <G> <B>
- When you include GIF or BMP with DeuTex, the color CYAN
- (R=0 G=255 B=255) is assumed to be transparent.
- You can specify here an alternate color to represent transparency.
- *only* the pixel of *exactly* that color will be transparent.
-
- DEUTEX -gif
- DEUTEX -bmp
- Save pictures as GIF (default on Unix) or as BMP (default on DOS)
- DEUTEX -au
- DEUTEX -wave
- Save sounds as AU (default on Unix) or as WAV (default on DOS)
- DEUTEX* -fullsnd
- If the declared sound length os smaller than the real size of the
- sound entry, -fullsnd enables you to extract the complete sound entry.
-
- DEUTEX -level
- DEUTEX -lump
- DEUTEX -sound
- DEUTEX -sprite
- DEUTEX -patch
- DEUTEX -flat
- This tells DeuTex to select sprites, or patch, or sounds, or ...
- when composing/decomposing/merging PWADS.
- These commands can be combined.
- By default, all entries are selected.
-
- DEUTEX -iwad
- to be used with -make, to make an IWAD instead of a PWAD.
- This is necessary if you are building a PWAD which contains all
- the sprites or all the flats.
- Enables you to rebuild DOOM.WAD if really needed.
-
-
- * 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 -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)
-
- DEUTEX -check <myown.wad>
- Will check if the textures defined in myown.wad don't contain
- void column that would crash DOOM. use this after modifying
- textures.
-
- DEUTEX -unused <thatlame.wad>
- Checks for unused bytes in a PWAD.
- report all the unused zones, total number of byte wasted,
- and the repartition depending on size of wasted areas.
-
-
- * 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. But your IWAD is modified.
-
- This is meant to help you deal with editors that can't read
- external PWADS.
-
- Note on safety:
- - ONLY 8 BYTES of DOOM.WAD are modified (but file size increase...)
- - You can restore you IWAD by hand, if all fails.
- - 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
- use only to edit strings that are too long for dehacked but then
- distribute the dehacked patch: They are not very safe, you know)
-
- 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.
-
-
- **************** 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
-
-
- ******************* Known problems **********************
-
- - DeuTex makes limited check on your PWAD
- I check only texture consitency, and cohenrency of
- S_START/S_END F_START/F_END. suggestions?
- - BMP 24bit color quantisation is slow.
- I have a quite fast quantiser but it's a bit lossy, and
- needs *some* init time. Not implemented here.
- - 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)
- - GIF format defaults to GIF87
- - BMP format is a bit hacked
- My painting toolsaccept it, but Visual Basic refuses
- it. If this happen, load the file with a good prog and
- overwrite it with a save from the prog. then it work :-)
- - WAVE and AUDIO file format are hacked
- might not *always* work correctly. No one ever sent me
- the specs! If you have the specs, then my mailbox is waiting
- your kind contribution!
- - No MIDI support
- I dunno how to write the code. But I'm looking to the code
- of Just_Joe (that I don't understand at all).
- - Levels must be complete before being inserted in a PWAD
- by DeuTex. Means: nodes, reject and such must exist.
- - Source is NOT included.
- not yet.
-
-
- * Limitations of DOOM
-
- - Sprites PWADs only work if you don't reuse existing sprites
- Use DeuSF or DMADDS if you want to replace sprites
- Anyway, deutex -merge will work also (and better)
- - Flats don't work in PWAD
- Use DeuSF or DMADDS if you want to replace sprites
- Anyway, deutex -merge will work also (and better)
-