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1994-04-02
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/*********************** Doom Image Editor v1.2 ****************************/
-Disclaimer:
By reading this file DIE.DOC and/or installing it, you hereby
acknowledge you the reader are wholly responsible in every way
shape or form for any effects the user (you) incur. I have made
every reasonable effort to insure DIE executes correctly.
-DIE is FREEWARE.
Use it, distribute it, upload it,
but don't exploit it. Don't act like it's yours and make others
pay a fee (dollars) for you giving it to them. That is not cool.
I released this as FREEWARE, and it shall stay that way. If you
think you need to have someone pay for you to sit on your butt
and copy it to diskette...that's bull. However, if you need to milk
.50 cents out of 'em for a diskette, I suppose that makes sense.
-Updates for DIE v1.1:
- added mouse speed settings to die.cfg.
- added check for mouse on startup.
- added visual for image load\save status.
- the executable is now named DIE.EXE (no more version numbers to type).
-Updates for DIE v1.2:
- increased size of static image memory
- added a more solid check for non compatible image format:
You may notice some of the images you edited before, you may
not be able to edit now. This is because some of the images
were not recognized as incompatible with DIE's current abilities.
- added a more solid pixel read/write algorithm
- including a front end for DIE in the DIE package
- !!!! bitchin !!!!!!
You can use the -file param with doom to load .DIE files.
If you are afraid of fraggin-up your .WAD file, use the
-file param when you run doom so you can test the new creation
out first before making the import with WT.
DOOM -file sky1.die
-What it is:
DIE (Doom Image Editor) is a utility for the seemingly endless
tools for the DOOM wad.
(The game DOOM ain't gonna die out for a looonnggg time.)
You can Export an Image from WADTOOLS (c) Jeff Miller 1994, and
Import it to DIE. Then you can paint all over it, Import it back
to WADTOOLS, and Shazam. Custom walls. You can also use the -file
param (as mentioned above) to test out the new image.
!!! DO NOT EXPORT THE IMAGE TO A .LBM FILE. !!
DIE only works with raw DOOM.WAD data.
If you have the Shareware Version <sigh> (still..). Register DOOM.
DIE will not work with the Shareware version in keeping with
ID software's request to limit hacks to the registered version.
At this point, DIE is a point and grunt paint program. You are
limited to pixel by pixel painting. If you wanna gripe, go ahead.
Be glad all these DOOM hackers are keeping you griper leeches
satisfied !
-How to use it:
(where this file notes < > for explaining configuration info, do not
include the "< >". They are used only for illustration.)
There should be five files in the DIE012.ZIP package:
DIEFE .EXE - Front end to make typing less of a hassle.
DIEFE .DOC - Doc for Die's Front End.
DIE .EXE - Doom Image Editor.
DIE .DOC - What you is reading.
DIE .DAC - Image of the DAC registers.
DIE .CFG - DIE'S configuration file.
Bark up your favorite text editor, and change (in DIE.CFG) the line:
doomdir <path_to_wadfile\wadname>
to be set to the path of your DOOM.WAD file with the name of your
main DOOM.WAD tacked to the end. (doomdir c:\doom\doom.wad).
I did this so you can have a separate directory for DIE, other than
your DOOM directory. (Mine is soooooooo full of stuff.....).
Also, set the desired mouse speed at the line:
mouse <x_speed> <y_speed> <sensitivity>
- x, y, and sensitivity can range from 1 to 100.
go into WADTOOLS (c) Jeff Miller 1994, and find your image to EXPORT.
give it an extension too, if you want.
Execute DIE like this: DIE <Image_exported>
If I exported SKY1.DOM from WADTOOLS, (I export mine with extensions),
I would type
DIE SKY1.DOM
You will then see a checking of the mouse driver, and a status of
the image loading. (or an error message if you made a mistake).
If the file you are loading already exists in the current directory
with the extension of .DIE, you will be asked if you want to
continue; this means the file will be overwritten if you save it
at the end.
You should then have the image on the screen, a "color bar", and the
mouse cursor (yes, I KNOW it's ugly in mode 13h, but it turns off
when you are drawing).
When you grunt on a color with the right mouse button, a small box
will appear in the lower left corner of the screen in the color
you chose. This is the current drawing color. You may also choose
a color from the image.
Use the left mouse button to color a pixel, and the F1 key will
redraw the screen (if you get sloppy).
When you hit escape, you will be prompted to save the image. This
is done regardless. Even if you didn't change the image.
You will then have a file in the current directory with the .DIE
extension. This is the file to import back into WADTOOLS.
ONE LAST THING:
I DON'T HAVE SUPPORT FOR THE ENEMY IMAGES YET. THIS IS A DIFFERENT
PIXEL FORMAT. DO NOT EDIT THESE.
---(may be coming soon to a theatre near you!)
-Q&A:
-When will you have the monster editing version out ?:
- It may be out soon. I loaded one of the boss dudes, but it
was somewhat screwed up. I wasn't reading the pixel data
correctly. Me thinkest I knowest howest to do it now, but
I don't see the connection between the pointers to the data
and the actual data. (for some things). The way it looks,
it may be a fairly slow process loading a monster image.
but, what the hell, right? (juz-do-it).
-Why is the damn .exe so big?
- I started out with dynamic memory, but could not get the image
written back to the dest. file correctly. (DGROUP sucks).
malloc() SEEMS tempermental and just pisses me off. farmalloc()
is even worse. After many lumps on my head from banging it into
my desk, I bought some Advil and went with static (fixed) memory
(....When the swelling goes down, I'll try malloc() again).
All this means the actuall memory for the image is 'packed-up'
inside the .exe file. Although the actual code may be only
20k or something like that. This also puts a severe limit on
the size of the image you can edit.
-Some images load, and look nothing like the one in DOOM. Why?
- There are several pixel formats in DOOM. Some have 'header'
info, some don't. The point is, not all of them are the same.
DIE sometimes doesn't care what you load in - it will just
paint the image from the format it expects it to be in. This
IS something I will have to work out, but my info on the pixel
formats is scarce, and by the looks of it, some of the info
ain't even correct. ***This should be more solid with v1.2.
-I save an image, but when i imported back to WT it blew up. Why?
- As mentioned above, if you get away with loading in a 'non -
compatible' image, and save it, it has been saved in a
screwy 'non-compatible' format. This means DOOM won't know
what it is, and either will WT. I can't expect end users
to telekinetically sense when an image is not compatible, so
I am trying logic with key factors of an editable image
to decern if the image is loaded or not. This has been
enhanced with v1.2, and may be licked.
-Why haven't you included your source code with DIE?
- A lot of my function calls I code in assembly. I do this
cause scanf() sucks, and I hate getch() for getting a
'cursor key'. Don't get me wrong, though. Borland C is great!
They only thing they did wrong is they should've called
it Bitchin' Borland C. Anyway, the point is I won't include
the source 'cause I don't want to make the libs public stuff.
If I don't release the libs, the code won't compile/link
correctly. I don't want to recode the asm stuff into inline
asm right now either.
-Wuz next:
-after messing around more, thinking about a zoom-in feature
-Couple days ago finally figured out the Monster pixel format. (I think).
Looks like a major recode in the read/write scheme. Haven't done my
homework yet.
(Looks like it might have to wait a couple more weeks...I'm such a bum).
/************************* Thanks go to: ************************************/
Jeff Miller
-WADTOOLS.
THANKS!
Nice program Jeff. Without your exporting, DIE
would by dead. <pun, grin, grin>
Raphael Quinet quinet@montefiore.ulg.ac.be
-NEWDEU
THANKS!
Another cool program. Good luck on the roll-your-own maps,
I WILL be watching for it.
Brendon Wyber (b.wyber@csc.canterbury.ac.nz).
-DEU
THANKS!
Your program was inspiring. I've spent many hours in front of it.
Matt Fell (matt.burnett@acebbs.com)
Hank Leukart (ap641@cleveland.freenet.edu)
-DMSPECS...
THANKS!
Without your specs, I would have given up on the pixel format a long
time ago. These were a real HELP.
AND thanks go to any one else contributing to the Great Doom Hack,
may your BFG never go limp.
****************************************************************************/