-= DoomTex 1.0b =- DoomTex is a suite of banged together tools for adding NEW patches and textures to Doom in PWAD form. DMGraph 1.1 is required, hence patches begin in GIF format. The PNAMES and TEXTURE? resources are extracted and converted to text files for editing. New textures can thus consist of any number of new and old patches. DMGraph is used to make the patch LMPs and then all LMPs are bundled together into a new PWAD, ready for use in Doom and DEU! Unzip in Doom directory with -d option. by Steve McCrea - sm@eng.cam.ac.uk - 26th August 1994 Setting up: Copy dmgraph.exe into the DoomTex directory and either change all occurrences of "doom.wad" in the .exe to "fake.wad" or rename fake.exe to doom.wad. Careful here! Don't confuse this and the real thing! Use: (1) Use DEU to extract TEXTURE1 as texture1.lmp and PNAMES as pnames.org. deu x texture1 texture1.lmp x pnames pnames.org q Then run Detex to produce a textures.txt file. detex pnames.org texture1.lmp > textures.txt (2) Edit the textures.txt file: for each new texture, add a texture entry anywhere between TEXTURES and EOF. Texture entries are TEXNAME width height patname xoff yoff ... Texture names are distinguished from patch names by the case of the first letter - capital for textures, small for patches. To recreate texture1.lmp and pnames.lmp, run Retex. retex textures.txt pnames.org pnames.lmp texture1.lmp (3) For each new patch, given a GIF "pgore.gif" doomtex p pgore will produce a patch LMP "pgore.lmp". DoomTex can also produce flats as LMPs. Use 'f' instead of 'p'. Pictures and sprites are stored the same way as patches so use 'p' for these. (4) To collect all LMPs into a new WAD "scuz.wad", make sure that all the .lmp files you want are in the directory, and type lmp2wad scuz * (5) DEU 5.x has problems with WADs created in this way. This is a "bug" in the patch drawing routine in DEU (see the source file textures.c). To use the WAD in DEU it needs some space at the end of the patches. (The main DooM WAD has all the flats after the patches.) To add space using DEBUG: debug scuz.wad r bx [enter a number one higher, e.g. it says 0001: and you say 2] w q will add 64k to the end of the scuz.wad. An easier method is to create a 64k file and copy /b it to the end of scuz.wad. debug; n xxx.xxx; r bx; 1; w; q copy /b scuz.wad+xxx.xxx scuz.wad so you can keep xxx.xxx and batch the copy /b command. (6) A batch file is included which makes a PWAD given the setup above. The following files must be present: pnames.org, textures.txt, all patch .lmps, xxx.xxx. For example, typing pwad graphics will produce a PWAD graphics.wad containing pnames.lmp, texture1.lmp, and all patch .lmps. (7) Do what you will with the new WAD! Once you have finished with DEU, don't forget to remove the 64k of space: debug scuz.wad; r bx; [one lower]; w; q If you are grouping with DEU this space will be removed automatically anyway. deu; r maps.wad; r graphics.wad; g final.wad; q Thanks to Elias Papavassilopoulos - ep104@cus.cam.ac.uk for specs.