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1994-08-26
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-= DoomTex 1.0b =-
DoomTex is a suite of banged together tools for adding NEW patches
and textures to Doom in PWAD form. DMGraph 1.1 is
required, hence patches begin in GIF format. The PNAMES and TEXTURE?
resources are extracted and converted to text files for editing.
New textures can thus consist of any number of new and old patches.
DMGraph is used to make the patch LMPs and then all LMPs are
bundled together into a new PWAD, ready for use in Doom and DEU!
Unzip in Doom directory with -d option.
by Steve McCrea - sm@eng.cam.ac.uk - 26th August 1994
Setting up:
Copy dmgraph.exe into the DoomTex directory and either change all
occurrences of "doom.wad" in the .exe to "fake.wad" or rename fake.exe
to doom.wad. Careful here! Don't confuse this and the real thing!
Use:
(1) Use DEU to extract TEXTURE1 as texture1.lmp and PNAMES
as pnames.org.
deu
x texture1 texture1.lmp
x pnames pnames.org
q
Then run Detex to produce a textures.txt file.
detex pnames.org texture1.lmp > textures.txt
(2) Edit the textures.txt file: for each new texture, add a texture
entry anywhere between TEXTURES and EOF. Texture entries are
TEXNAME width height
patname xoff yoff
...
Texture names are distinguished from patch names by the case
of the first letter - capital for textures, small for patches.
To recreate texture1.lmp and pnames.lmp, run Retex.
retex textures.txt pnames.org pnames.lmp texture1.lmp
(3) For each new patch, given a GIF "pgore.gif"
doomtex p pgore
will produce a patch LMP "pgore.lmp". DoomTex can also produce
flats as LMPs. Use 'f' instead of 'p'. Pictures and sprites
are stored the same way as patches so use 'p' for these.
(4) To collect all LMPs into a new WAD "scuz.wad", make sure that all
the .lmp files you want are in the directory, and type
lmp2wad scuz *
(5) DEU 5.x has problems with WADs created in this way. This is a "bug"
in the patch drawing routine in DEU (see the source file
textures.c). To use the WAD in DEU it needs some space at the end
of the patches. (The main DooM WAD has all the flats after the
patches.) To add space using DEBUG:
debug scuz.wad
r bx
[enter a number one higher, e.g. it says 0001: and you say 2]
w
q
will add 64k to the end of the scuz.wad.
An easier method is to create a 64k file and copy /b it to the
end of scuz.wad.
debug; n xxx.xxx; r bx; 1; w; q
copy /b scuz.wad+xxx.xxx scuz.wad
so you can keep xxx.xxx and batch the copy /b command.
(6) A batch file is included which makes a PWAD given the setup
above. The following files must be present: pnames.org,
textures.txt, all patch .lmps, xxx.xxx. For example, typing
pwad graphics
will produce a PWAD graphics.wad containing pnames.lmp,
texture1.lmp, and all patch .lmps.
(7) Do what you will with the new WAD! Once you have finished with
DEU, don't forget to remove the 64k of space:
debug scuz.wad; r bx; [one lower]; w; q
If you are grouping with DEU this space will be removed
automatically anyway.
deu; r maps.wad; r graphics.wad; g final.wad; q
Thanks to Elias Papavassilopoulos - ep104@cus.cam.ac.uk for specs.