
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.


