************ Formats of the Text files for DeuTex ************* *************************** * WAD Creation Directives * *************************** the creation directive file is necessary to use the -make command. It is automatically generated by the -xtract command. This file lists the entries wich are present in the PWAD file. It contains 6 sections: LEVELS LUMPS TEXTURES SOUNDS GRAPHICS FLATS. This is the same order as that of DOOM.WAD. The sections MUST appear in that order. Those not in the right order will be ignored without warning. All the sections are optionnal. note: - There is no PATCHES sections. PATCH loading is automatic. - There is no PNAMES entry defined. PNAMES creation is automatic. - TEXTURE1 and TEXTURE2 are reserved TEXTURE names. TEXTURE1 must be present if *any* texture is redefined. TEXTURE2 shall *not* be present if no registred (DOOM1) texture is defined. ************************ WADINFO.TXT ***************************** # # lines begining with '#' are comments # # The LEVELS section define the DOOM1 levels and DOOM2 maps. # Begin: LEVELS E1M2 #DeuTex will look for LEVELS\E1M2.WAD MAP04 #DeuTex will look for LEVELS\MAP04.WAD End: LEVELS # # # E1M2.WAD must contain all the 11 entries that define a level. # which means the NODES and BLOCKMAP and REJECT must have been built # # if E1M2.WAD contains one level, it will be selected. # if E1M2.WAD contains many levels, the one named 'E1M2' will be selected. # # # The LUMPS section defines the lumps of raw data for DOOM # Begin: LUMPS ENDOOM #DeuTex will look for LUMPS\ENDOOM.LMP DEMO1 #DeuTex will look for LUMPS\DEMO1.LMP End: LUMPS # # See the DOOM SPECS for a precise description of all those entries. # Apart from the DEMO, there is no real need to mess with them. # DEMOs can be recorded by DOOM. # # # The TEXTURES section defines the new textures. # Begin: TEXTURES #DeuTex will first load TEXTURES\TEXTURE1.TXT MYWALLS #DeuTex will look for TEXTURES\MYWALLS.TXT #DeuTex will then look for TEXTURES\TEXTURE2.TXT End: TEXTURES # # If you redefine any texture, TEXTURE1.TXT must be present. # it is loaded before anything else, because else the old textures # might not appear in DOOM. Must be a bug... # TEXTURE2 is optionnal. Redefine it only if you need to modify # one of the registred textures. # DOOM2 does not contain a TEXTURE2 entry. # # # The SOUNDS section defines MUSIC, PCSOUNDS and WAVE SOUNDS # Begin: SOUNDS D_E2M3 #DeuTex will look for SOUNDS\D_E2M3.MUS #this is the music of Episode2 Mission3 D_E3M4 * #sets D_E3M4 music to be equal to D_E2M3 D_MAP01 * #set D_MAP01 music to be equal to D_E2M3 DSSLOP #DeuTex will look for SOUNDS\DSSLOP.WAV or .AU #this is a WAVE sound, meant for sound cards. DPSLOP #DeuTex will look for SOUNDS\DPSLOP.TXT #this is a PC speaker sound. End: SOUNDS # # MUS format can be obtained from MIDI with MIDI2MUS, or converted # back to MIDI by MUS2MIDI (by just_joe). These are separate utilities. # This is not a feature of DeuTex because I have no knowledge of MIDI. # # The WAV and .AU format were hacked. DeuTex can't read compressed data. # # The format of the PC-speaker sound is a list of integer (range 1-255). # Must represent the inverse of frequency or something. I dunno. # # The GRAPHICS section defines all the fixed pictures. # you can only use already existing names, to replace the # correponding entry. Begin: GRAPHICS WIMAP1 #DeuTex will load GRAPHICS\WIMAP1.BMP STHURT1 23 45 #DeuTex will load GRAPHICS\STHURT1.BMP #and set the insertion point to 23,45 STHURT2 * #DeuTex will set STHURT2 equal to STHURT1 End: Graphics # # Fixed pictures include: opening screen, texts (!), menues, # status bar, ending pictures ... # You can only use names already defined in DOOM. Else DOOM will # ignore them. (you'll be warned :-) # # # This section declares the SPRITES. # Begin: SPRITES BOSSB1 #DeuTex will load SPRITES\BOSSB1.BMP or .GIF #and calculate insertion point by itself BOSSA1 10 20 #DeuTex will load SPRITES\BOSSA1.BMP or .GIF #and set the insertion point to 10,20 BOSSA2A8 * #DeuTex will set BOSSA2A8 equal to BOSSA1 End: SPRITES # # If you redefine all sprites, use the -iwad option. # else you'll have to use DeuSF to rebuild a complete sprite PWAD # each time. This is because of a limitation of DOOM which still # has not been removed (ask IDsoftware about it). # # # Don't declare your patches. # the patch, say xxxx, will be automaticaly loaded in PWAD from # file PATCHES\xxxx.BMP or .GIF if: # - 'xxxx' is referenced in one of the TEXTURE files, as a patch. # - 'xxxx' exists as a patch in the original DOOM, and a file # PATCHES\xxxx.BMP or .GIF exists. (replacement of existing patch) # # # # The FLATS section declares the Floors and Ceiling. # Begin: FLATS GRASS #DeuTex will load FLATS\GRASS.BMP or .GIF HERBE * #DeuTex will set HERBE to be equal to GRASS End: FLATS # # You can define new Flat names, or redefine existing flats, # but unless you redefine the complete list of FLATS, and use # the -iwad option, you'll have to rebuild the complete FLAT # list with DEUSF each time you want to use the PWAD. # # # WAD creation directives end here # ********************************** * Format of Textures Definitions * ********************************** # Texture file # Begin: TEXTURES # ASHWALL 64 128 * W104_1 0 0 # # BIGDOOR7 is a texture of size is 256x128 (X size, Y size) # composed of two patches, W105_1 and W105_1 # respectively placed at offset -4,-4 and offset 124, -4 # '*' at the beginning of line indicates a patch # BIGDOOR7 256 128 * W105_1 -4 -4 * W105_1 124 -4 # # FLOWER is a new texture, composed of an old patch # FLOWER 32 128 * TP5_1 0 0 # # BLODGR2 redefines the old BLODGR2 texture to be composed of # the new patch BIRDY # BLODGR2 34 128 * BIRDY 0 0 # # new texture HADDOCK, composed of new an old ones # HADDOCK 64 128 * FISH1 0 0 * BIGFISH 23 44 * TP5_1 0 0 # # End TEXTURES # # texture definitions end here. Once you have created a new PWAD, check it with the -check command. DeuTex will complain for: texture width which are not power of 2 (DOOM rounds them to a power of 2) texture height above 128 (DOOM ignore everything above 128) textures with columns not covered by any patch (DOOM exit with an error) READ the DOOM SPECS by Matt Fell Avoid common mistakes, like: - using a multi-patch texture for a transparent wall - using a texture of height below 128 on a wall whose height is superior to that of the texture. ***************************** * format of list of strings * ***************************** (-list2exe -exe2list) This function allows you to modify strings in DOOM.EXE # exemple Let: #original_string_as_found_in_DOOM.EXE# Be: #your_own_modification_of_that_string# # DO NOT EDIT THE STRING JUST AFTER 'Let:' EDIT ONLY THE STRING AFTER 'Be:' SUPPRESS ALL NON NEEDED STRING PAIRS. REPLACE ONLY DATA THAT IS OBVIOUSLY A STRING (DeuTex cannot find exactly the start of strings) DON'T EDIT SMALL STRINGS (high crash probability) ONLY CHANGE STRINGS OBTAINED FROM 'exe2list' DOOM.EXE is preserved. You must copy it to DOOMFAKE.EXE before you try to modify it. Better use DEHACKED if you're not sure of what you're doing. ******************* * PC sound format * ******************* only a list of number, between 0 and 255 The higher the number, the higher the pitch played. must be in proportion with the inverse of the delay between two speaker click...