home *** CD-ROM | disk | FTP | other *** search
-
- How coke.wad was produced
-
- Credits:
- Lee Witek : For the bitmaps of the coke machine. (Also REJECT)
- Keith Wilkins : The hack of E1M1
-
-
- COKE.WAD was produced with the following tools:
-
- DEU 5.21 (Thanks to Rapheal Quinet et Al.)
- WACKER V1.0
-
-
-
- Step1
- -----
-
- Develop your bitmaps.
-
-
- Step2
- -----
-
- Load WACKER and then load in all of your new patches:
-
- For Wacker to recognise patches when loading a PWAD they must
- be enclosed in P_START P_END markers
-
- CREATE mygfx
- CREATE mygfx p_start
- CREATE mygfx p_end
-
- LPB myfgx coke01 front.bmp
- LPB mygfx coke02 back.bmp
- LPB mygfx coke03 side.bmp
- MOVE mygfx p_end coke03
-
- The move command makes sure that the patches are within the markers
- as when you load a new patch it is always tagged onto the end of a
- WAD.
-
- Step3
- -----
-
- Create your new textures:
-
- CREATE texture coke_fr 128 128
- CREATE texture coke_bk 128 128
- CREATE texture coke_sd 64 128
-
- Note: You MUST repeat MUST make sure the width of your new texture
- is binary power of 2 otherwise DooM will screw-up the drawing
- of the new texture. 2,4,8,16,32,64,128,256
-
- Now make the textures with the drag and drop.
-
- DISP coke01
- DISP coke_fr
-
- Now pickup the front panel of the machine by holding down the mouse
- button and drag it over to the white box. Position it in the top
- left of the box and drop by releasing the mouse button. Hint You can
- use the cursor keys to give fine control over positioning whilst the
- mouse button is held down.
-
- Now do the same for COKE_BK and COKE_SD
-
- The WEL_DOOM and WEL_WACK textures were craeated in a similar
- manner except that all of the bitmaps already exist within
- the DOOM IWAD. You can pick and drop and bitmap from any of
- the patch galleries (SPRITE,PATCH,GRAPHIC) the alphabet used
- in both of the above can be found towards the end of the GRAPHIC
- gallery.
-
- If you load up the mygfx.wad already created you can see two new
- textures created out of the existing graphics within doom including
- graffiti on walls. Try
-
-
- LDW test mygfx.wad
- DISP WEL_WACK
- DISP WEL_DOOM
-
- You can use any graphic including sprites & objects in a texture.
-
-
-
-
- Step4
- -----
-
- Saving out your new textures. To trigger wacker to make PNAMES
- TEXTURE1 and TEXTURE1 which are reauired for new textures you
- must make sure that the PNAMES entry exists in the PWAD:
-
- CREATE mygfx PNAMES
-
- Because of a bugette in deu a 64 chunk of data must be appended
- to the end of the gfx pwad.
-
- LOR mygfx deufix deufix.bin
-
- Finally save out the gfx.
-
- SDW mygfx mygfx.wad
-
-
-
- Step5
- -----
-
- Exit wacker and loadup deu. From the start menu read in
- mygfx.wad to patch the texture texture list.
-
- r mygfx.wad
-
- The edit the level normally and save. Use the normal sidedef
- editor to incorporate you new graphics into the level and
- save out when finished.
-
- Save to mylevel.wad
-
- This will ONLY save the Level, the new textures must be
- either re-incorporated into the level (step 6). OR you can
- load 2 pwads into doom (level & gfx)
-
-
-
- Step6 (Optional merge of gfx & level)
- -----
-
- To produce the final level load up wacker again and load your
- textures in:
-
- LDW mygfx mygfx.wad
-
- Merge the level
-
- LDW mylevel mylevel.wad
- COPY mylevel e1m1 mygfx
-
- It is also useful in terms of space to delete the deufix
- object at this point. As it is no longer required.
-
- DEL mygfx deufix
-
- Finally save out
-
- SDW mygfx finallvl.wad
-
-
-