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-
- ---------------------
- D O O M L E G A C Y
- ---------------------
- S K I N S S P E C S
- ----------------------------------------------------------------------------
- Written by: Denis Fabrice
- Last updated 25-Aug-1998
-
- --------
- CONTENTS
- --------
-
- [0] First note
- [1] Overview
- [2] Implementation
- [3] Example
- [4] Technical blurb
- [4-1] Skins and sprites in pwad.
- [4-2] Same resource name on different pwads.
- [5] Tools
-
-
- --------------
- [0] FIRST NOTE
- --------------
-
- If you have problems creating Skins wads for Doom Legacy,
- and can't find the answer to your questions in this documentation
-
- mail to: legacy@newdoom.com
-
-
-
- ------------
- [1] OVERVIEW
- ------------
-
- Let's first have an overview of what defines a Skin:
-
- S_SKIN:
- -------
- Each skin in a pwad is identified by a 'skin marker': this is
- a resource by the name 'S_SKIN'. The resource contains data in
- the form of a text file, which describes what is replaced by
- the skin, and gives the name of the skin.
-
- Skin sprites:
- -------------
- A skin is basically a sprite replacement for the player avatar.
- ALL the frames of the player sprite must be replaced : this
- includes the normal run, attack, hurt sequences, as well as the
- 'normal' death, and the 'explode' death sequences.
-
- Skin face:
- ----------
- Though the status bar face is viewable only by the player who
- uses the skin, it may be replaced in order to be consistent
- with the player character appearance. As soon as we ran some
- tests with a 'Leprechaun' skin, and saw the marine's head in
- the status bar.. we added support for replacing the status bar
- face. Like the sprites, _ALL_ the face graphics need to be
- replaced, if some are not defined, the game will quit.
-
- Skin sounds:
- ------------
- To make it more fun, a skin can have a set of up to 10 sounds
- replaced, these are called the 'skin sounds'. Skin sounds are
- replacements of a set of the original Doom sounds, which are
- given out only by the skin that defines them. All the sounds
- need not be replaced.
-
-
- ------------------
- [2] IMPLEMENTATION
- ------------------
-
- Now on to implementations:
-
-
- S_SKIN resource format:
- -----------------------
-
- The content of S_SKIN is just a simple ASCII text file.
-
- If you put more than one skin into a wad file, there are effectively
- multiple resources of the same 'S_SKIN' name. If this is a problem
- you can add any characters after the 'S_SKIN' letters, so that
- your wad editor doesn't complain. Example: S_SKIN1, S_SKIN2, ...
- Legacy will search only for the first 6 letters.
-
- Format of the text file:
-
- // comments start with '//'
-
- name = <skin name> <- give the name of your skin max 16 chars
- NO SPACES!
-
- sprite = XXXX <- identify the sprites to use for this skin
- 4 characters, optional.
-
- face = XXX <- identify the status bar face graphics to
- use for this skin. MUST be 3 characters
-
- dsouch = dsXXXXXX <- replace one of the 10 customisable sounds
- dsplpain = with a new sound. The new sound name MUST
- dspdiehi = start with letters 'DS'
- dsoof =
- dsslop =
- dspunch =
- dsradio =
- dspldeth =
- dsjump =
- dsouch =
-
-
-
- -----------
- [3] EXAMPLE
- -----------
-
- An example is better than 1000 words, so here we go.
-
- Here's a sample of a text file that you could have into the 'S_SKIN'
- resource:
-
- ----------------------------------
-
- // Terminator skin by xxx mail me yyy@myhouse.com
- name = terminator
- sprite = TERM
- face = TER
- dsouch = dstmouch
- dsplpain=dstmpain
- dsslop = dstmexpl
-
- ----------------------------------
-
- As you see each line looks like: <property> = <value>
-
- Let's study each line one by one:
-
- // Terminator skin by xxx mail me yyy@myhouse.com
-
- This is just a comment line. Comments start with '//'.
- Use comments to put author information. The comments
- are not displayed anywhere into the game, but they may
- be useful if someone hacks your wad, he/she'll know
- where it comes from and who did it.
-
-
- name = terminator
-
- This tells that the skin name is 'terminator'.
-
- The skin name is displayed in the multiplayer->setup menu.
-
- It is used by the 'skin' command, in the console. You would
- type 'skin terminator' at the console to change the skin
- manually, of course it's easier to use the multiplayer menu.
-
- The skin name must be UNIQUE : if there are two skins in
- a wad with the same name, whatever different may be the
- graphics, only the first skin will be used.
-
- The skin name is also displayed in the TEAMPLAY Rankings,
- when using 'teamskins'. Since each team is identified by
- a skin in 'teamskin' mode, the rankings would show like this:
-
- 107 LEPRECHAUNS TEAM
- 98 TERMINATOR TEAM
-
- As you see, the name of the skin is used as the name of the
- team.
-
- If you don't specify the name of the skin, it receives a
- name like 'SKIN 1', 'SKIN 2', etc.. not fun.
-
- ATTENTION: the name can't have spaces in it... for example
- a name like 'blues brothers' will make Legacy quit with
- a message like "unknown 'brothers' keyword". We should fix
- that later.
-
-
- sprite = TERM
-
- Tells the name of the sprite to use for the skin. Sprites in
- Doom uses only 4 letters, the original player graphics sprite
- is 'PLAY'. The line above tells Legacy to look for TERMA1
- instead of PLAYA1, TERMA2A8 instead of PLAYA2A8 etc...
-
- It is not needed to rename the player sprites like this.
- It is usually simpler to put all the sprites _JUST AFTER_
- the S_SKIN resource. Example:
-
- S_SKIN
- TERMA1
- TERMA2A8
- TERMA3A7
- TERMA4A6
-
- etc...
-
- Note that if you put the sprites just after S_SKIN, the sprite
- name doesn't matter, Legacy looks for the first sprite name,
- and continue to collect all the frames with the same sprite
- name, until the name has changed, or the end of the wadfile.
-
- You will want to rename the skin sprites only if your wad
- editor requests that all resources have a _unique_ name.
-
- Since you can use any name for the sprites, even without
- using the 'sprite = xxxx' statement, you will probably need
- this only if you really can't get the sprites ordered just
- after the S_SKIN resource.
-
- Note: _ALL_ the frames of the player sprites must be replaced.
-
-
- face = TER
-
- All the status bar face graphics resources in Doom wad have
- the name start with 'STF' : STFST01, STFGOD0, STFDEAD, etc...
-
- This lines simply tells _3 LETTERS_ to use in place of 'STF'.
-
- So in this example Legacy will look for 'TERGOD0' instead of
- 'STFGOD0', 'TERST01' instead of 'STFST01', etc...
-
- Attention : the STPB0-STPB3 resources are no more used.
-
- the STFB1,STFB2,STFB3 resources of the original
- Doom are no more used. Doom Legacy only uses
- STFB0, and remaps the green color to the color
- of the player, just like for the sprites.
-
- Note 1: contrary to the sprites renaming, you MUST use this
- line in order to change the status bar face graphics.
-
- Note 2: remember you must replace _ALL_ the status bar face
- graphics, that is: provide a replacement for all
- the resources that start with 'STF'.
-
-
-
- dsouch = dstmouch
- dsplpain=dstmpain
- dsslop = dstmexpl
-
- These lines tells new sounds to use for that skin in particular,
- in place of the game's original sounds.
-
- Up to 10 sounds can be replaced, the sounds are related to the
- player actions:
-
- DSOOF
- DSNOWAY
- DSPLPAIN
- DSPLDETH
- DSPDIEHI
- DSSLOP
- DSPUNCH
- DSRADIO
- DSJUMP <- jump sound (Doom Legacy sound)
- DSOUCH <- hurt sound when hitting ceiling (Doom Legacy sound)
-
- For each sound to replace, use a line like:
-
- <original sound resource name> = <new sound resource name>
-
- Any of the 10 sounds can be replaced, or all.
-
- The sounds that are not replaced will sound just like the original.
-
- Note: the replacement sounds doesn't have to be new sounds, you can
- use any sound from the game. For example, if you create an
- imp skin, you could replace the player sounds with the imp
- sounds.
-
-
- -------------------
- [4] TECHNICAL BLURB
- -------------------
-
-
- [4-1] Skins and sprites in pwad
- -------------------------------
- If you have a wad with skins _AND_ other sprite replacements,
- make sure you use S_START, S_END sprite section markers so
- that the skin sprites are not replacing the default player
- sprites, in case you use 'PLAY' for the skin sprites. If the
- PLAYxxxx skin sprites are _outside_ of the sprite section
- markers, they will not be mistaken as the default player
- sprites.
-
-
- [4-2] Same resource name on different pwads
- -------------------------------------------
- To make it clear : Legacy will add skins _WAD PER WAD_. Which
- means it doesn't bother at all if there are resources with the
- same name in different pwads.
-
- In fact, Legacy doesn't even bother if you put several markers
- with the same name in a pwad (multiple 'S_SKIN' for example).
-
- We added support for 'S_SKINxx' where xx can be any character,
- just because some wad utilities don't like multiple resources
- of the same name.
-
- You could for example use the same sprite name for several
- skins into _one_ pwad, since they are delimited by skin
- markers (S_SKIN).
-
-
-
- ---------
- [5] TOOLS
- ---------
-
- That's it. Creating skins is very easy, provided you have the tools.
-
- We recommend NWT 'New Wad Tools' version 1.3, by Denis Möller. This
- program allows to insert new resources, rename it, insert raw data
- into resources (which is how we insert text files into Doom wad
- resources).
-
- Another common wad utility is 'WinTex' version 4.0, by Olivier Montanuy.
- This is similar to NWT, but it will run under Windows only.
-
- If you have questions regarding the WAD tools in particular, please
- consult the Doom editing newsgroups, or ask questions on the Doom
- Legacy forum (http://www.newdoom.com/doomlegacy).
-
- Have fun!
-