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-
- This file is intened to show how to do some of the things people most
- want to do with wacker but seem to have the greatest problems. Before
- modifying & creating graphics PWADs I would suggest that you snag a
- copy of the wonderful Unofficial DOOM Specs by Matt Fell without which
- wacker would not exist. It will help you greatly to understand what all
- of the doom objects are and how they should be handled.
-
-
- 1. Encasing a list of objects with START/END markers. The LIST commands
- can be left out, they are just there to show what each change does to
- the order of the wad.
-
- CREATE mywad - Create a wad to hold the stuff
- LTB mywad newtex1 newtex1.bmp
- LTB mywad newtex2 newtex2.bmp - Load in a few sample bitmaps
- LTB mywad newtex3 newtex3.bmp
- CREATE mywad p_start - Make a P_START object
- CREATE mywad p_end - Make a P_END object
-
- LIST mywad - Show the contents of mywad
-
- mywad <Held in Memory>
- newtex1 Size=1234 Offset=0 (MEM_OBJ)
- newtex2 Size=1234 Offset=0 (MEM_OBJ)
- newtex3 Size=1234 Offset=0 (MEM_OBJ)
- p_start Size=1234 Offset=0 (MYWAD)
- p_end Size=1234 Offset=0 (WYWAD)
-
- MOVE mywad p_start newtex1 - Move the p_start entry to 2nd pos
-
- LIST mywad - Show the contents of mywad
-
- mywad <Held in Memory>
- newtex1 Size=1234 Offset=0 (MEM_OBJ)
- p_start Size=1234 Offset=0 (MYWAD)
- newtex2 Size=1234 Offset=0 (MEM_OBJ)
- newtex3 Size=1234 Offset=0 (MEM_OBJ)
- p_end Size=1234 Offset=0 (WYWAD)
-
- MOVE mywad newtex1 p_start - Move newtex1 to after p_start
-
- LIST mywad - Show the contents of mywad
-
- mywad <Held in Memory>
- p_start Size=1234 Offset=0 (MYWAD)
- newtex1 Size=1234 Offset=0 (MEM_OBJ)
- newtex2 Size=1234 Offset=0 (MEM_OBJ)
- newtex3 Size=1234 Offset=0 (MEM_OBJ)
- p_end Size=1234 Offset=0 (WYWAD)
-
- Simple eh !! its a lot shorter than you think, especially with all of the
- LIST commands removed.
-
-
-
-
-
-
- 2. Creating a wad with NEW textures in it. First either load or create a
- wad in memory that is to hold the new textures.
-
- CREATE mywad - Create a wad to hold the stuff
- LTB mywad newtex1 newtex1.bmp
- LTB mywad newtex2 newtex2.bmp - Load in a few sample bitmaps
- LTB mywad newtex3 newtex3.bmp
-
- The LTB commands will each create a NEW texture in the texture gallery
- after each command you will see the new texture appear in both patch
- and texture galleries. LTB is fine if you only want textures that
- are made from one patch. You can have many patches in a texture.
-
- DISP big
-
- This will display the BIGDOOR1 texture in the texture gallery. If you
- now press the STEP button you will see how BIGDOOR1 is built from 5
- overlaid patches.
-
- LIST bigdoor1
-
- Will list to the command window the contents of bigdoor1. Try it and
- see.
-
-
- To create a texture in this way do the following.
-
- CREATE texture myfirst 128 128
-
- This will create a blank texture 128x128 pixels, you will see a white
- square in the texture window, this is the blank that we will build the
- texture in.
-
- Place the mouse cursor over the picture displayed in the PICTURE gallery
- then press and hold the left mouse button. Drag the picture over to
- the texture window, and place it somewhere overlapping/inside the white
- box and then release the mouse button. The picture should now be part
- of the texture and cropped to the bounds of the white box. You can do
- this many times to build up a texture from many pictures which can be
- either PATCH, SPRITE or GRAPHIC.
-
- If you have mad a mistake and wish to remove a picture from a texture
- then place the mouse cursor over the texture and press and hold the
- left mouse button, you can now move the picture around again. If you
- wish to re-position it then move it to the new position and release the
- mouse button. If you wish to delete the picture from the texture the
- move the picture outside of the bounds of the texture/white box and
- release the mouse button, the picture will then dissapear from the
- texture.
-
- You may wish to load you own pictures to build textures rather than
- using the ones defined in doom. You can do this using the LPB command.
- See DOX.TXT for how LPB works.
-
- Now thet we've build the new textures we want to save them out to a
- pwad so we can reload when we wish. To save textures correcly the
- WAD must contain objects called PNAMES, TEXTURE1, TEXTURE2. We only
- need to create one, PNAMES. When wacker detects PNAMES it will
- automatically add the other two for us.
-
- CREATE mywad pnames
-
- Will create the pnames object within mywad.
-
- SDW mywad mywad.wad
-
- Will save out the wad with the new textures.
-
-