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- DOOM -> BUILD Notes (8/17/95):
-
- WAD2MAP.EXE and WAD2ART.EXE programmed by Ken Silverman
-
- Hello BUILDers:
- I made a DOOM to BUILD converter. It's not perfect, but it works pretty
- darn well. I thank Matthew S. Fell (msfell@aol.com) for providing the
- unofficial DOOM spec where I got most of my information from.
-
- There are 2 ways you can use my converter programs:
-
- 1. Converting doom maps using DOOM ART.
- This method is useful for viewing a doom map in the BUILD editor
- or for viewing the artwork in EDITART. Remember that if you wanted
- the game to run with doom's artwork, you may as well play the real
- doom! (And Apogee wouldn't want that to happen!)
-
- 2. Converting doom maps using DUKE3D ART (or your own art) & TAGS by
- using a script file. To convert maps using this method, you can
- run WAD2MAP.EXE with the additional script filename parameter as
- described below.
-
- WAD2ART:
- Command line: Wad2Art [Doom IWAD file]
- Wad2art creates all the necessary files needed to use Doom maps
- except for the map files themselves. It will make these 3 files in
- the current directory:
-
- TILES000.ART - All the texture data
- PALETTE.DAT - VGA palette, shade lookups, (*)transluscent table
- NAMES.H - The Wad directory listed as defines, useful for editors.
-
- Example: C:\TEMP>wad2art c:\doom\doom.wad
- This will create TILES000.ART, PALETTE.DAT, and NAMES.H in C:\TEMP.
- Warning: NEVER RUN WAD2ART IN A DIRECTORY THAT HAS ART, PALETTE.DAT,
- or NAMES.H files that you need!
-
- (*) If you want to use transluscence, you will need to run
- TRANSPAL.EXE on the palette file. It will add a 64K lookup table at
- the end of palette.dat. If you do not do this, then transluscence
- won't work with the palette.
-
- WAD2MAP:
- Command line: Wad2Map (PWADName) IWADName MapName (ScriptName)
-
- Example #1: C:\TEMP>wad2map c:\doom\doom e1m1
- The above will create E1M1.MAP with doom textures in the
- current directory.
-
- Example #2: C:\TEMP>wad2map c:\doom\doom e1m1 kenbuild.txt
- The above will create E1M1.MAP with converted textures/tags
- in the current directory.
-
- Example #3: C:\TEMP>wad2map c:\doom\mypwad c:\doom\doom e1m1
- The above will create E1M1.MAP from the PWAD with doom
- textures in the current directory.
-
- Example #4: C:\TEMP>wad2map c:\doom\mypwad c:\doom\doom e1m1 kenbuild.txt
- The above will create E1M1.MAP from the PWAD with converted
- textures/tags in the current directory.
-
- You can run WAD2MAP.EXE to convert any doom map, including maps from
- DOOM1 or DOOM2 in IWADs or PWADs.
-
- I included a sample script file, KENBUILD.TXT. Try it and see how it
- works with my game! There are directions on how to use the script file in
- the script file itself.
-
- TRANSPAL.EXE:
- Command line:
-
- TRANSPAL [numshades][transluscence percentage][r][g][b]
- Ex #1: transpal 32 170 30 59 11
- └──┴──┴─── The RGB scales are optional\n");
- Transluscence percentage is 0 for invisible and 255 for opaque.
-
- Use TRANSPAL.EXE to create a transluscence table to PALETTE.DAT. Make
- sure you have PALETTE.DAT in the directory before running TRANSPAL.EXE.
- If the table does not already exist, it will add a 64K lookup table
- to the end of PALETTE.DAT. If you do not do this, then transluscence
- won't work when you use the BUILD editor.
- -----------------------------------------------------------------------------
-
- Doom & Doom II are (c) 1993-1996 id Software, Inc.
-