DoomTex 1.0c Supplementary ========================== (NOTE: If you have DoomTex 1.0b, it does not work. Steve McCrea has fixed the problem and has release DoomTex 1.0c). This is supplementary info concerning Steve McCrea's DoomTex v1.0c. This supplementary is intended to clarify a few things concerning the DoomTex 1.0c as well as give you a quick tutorial into adding new patches and textures via PWADs. If you want to ignore the technical stuff and just jump right to the tutorial, it is in the second part of this file. However, if you don't spend time in understanding some of the technical aspects of adding patches and textures, you may find it difficult to do texture and patch creation and editting when you are on your own. This supplementary was created by Ben Sze (CompuServe ID: 71202,1312). DoomTex Notes ============= Before we begin, let me give you a bit of background info about my experiences with DoomTex. This will, perhaps, shed some light on this supp. and you might pick up on something I missed or did wrong. If you do so, please drop me a note so I can correct the error. I started out by following, step by step, the DOOMTEX.DOC. While the instructions are quite accurate, I feel you need to know a few things about DOOM's directory structure and the way DOOM stores it's texture and patch information. A good reading source would be the DOOM Specs available on the internet and on CompuServe. I quickly made a simple GIF file using Window's REDBRICK.BMP and using a paint program and a graphics converter, made a 64x128 GIF (called it REDBCK.GIF) to be used as a new patch. I then followed DOOMTEX.DOC's instructions for adding a new texture based on the new patch. After playing with this for several hours, I ran into a few errors and problems with DEU and DOOM. A night's rest and a couple more hours and I managed to find out what the problems were and made the corrections. Here is what I discovered: o when creating new textures based on patches, setting the x offset and y offset can be tricky. Basically, you should envision using DEU's texture browser to view the patch. The top-left corner of the texture browser is 0,0 so set your offsets accordingly. ie. with a 64x128 patch - if you wanted to create a 128x128 texture, you should specify 2 patches, the first with offsets 0,0 and the second with offsets 64,0. Setting the offsets as -32,0 and 32,0 would end up with just ONE of the patches and the rest as garbled graphics. o when you are done creating your new patch wad with the new textures and patches, you CANNOT view the new patches using DMGRAPH (DMGRAPH does not recognize the new directory entries because DMGRAPH bases directory entries on a base WAD - either DOOM.WAD or FAKE.WAD in the case of DoomTex) o when using the new textures using DEU, it is best to use DEU v5.21. The DOOMTEX.DOC says that you have to add a 64k space at the end of the PWAD for DEU v5.x. However, I tried using a graphic WAD created using DOOMTEX with AND without the 64k space in DEU v5.1 and I could not view the textures in either case. If you have to use v5.1, you can still assign the texture - you just cannot view the texture using DEU's texture browser. If you are going use DEU v5.1, then you will need the 64k space. If you are using DEU v.5.21, you may find that you do NOT need the 64k space. There seems to be an inconsistency in this area. When I tried to make a patch with see-through areas, I had to add the 64k space before I could get DEU to work properly with the patch. However, I do not know whether it has to do with having see-through areas or whether it has to do with the size of a patch. Since adding the 64k space does not hurt the PWAD, you should add it in anyway. However, you must be sure to add the 64k space ONLY to the graphic PWAD and NOT your level PWADs as this would make your PWAD un-useable by DOOM. Always keep your graphic PWAD separate from your level PWAD and only when you are completely done, should you group them all into one PWAD (besides, it's more convenient to keep your graphic PWAD separate so you can use it on other levels as well). o the instructions in DOOMTEX.DOC has the user adding/editting in TEXTURE1 which works with the shareware version of DOOM. According to iD's wishes, all PWADs should work ONLY with the registered version. The registered version's textures are stored in TEXTURE2. o using the batch file DOOMTEX.BAT to create LMPs of patches does not allow the user to specify insertion points as the DOOMTEX.BAT uses the modified DMGRAPH to create the LMPs. Here are the changes and fixes that DMTEXSUP makes: o in keeping with iD's wishes, I have changed the batch files to work with TEXTURE2 (the registered version textures). o I have created some new batch files to make the creation steps easier. o I have included a 64k blank wad file (called BLANK.WAD) created following the instructions in DOOMTEX.DOC (although the file doesn't LOOK very blank). Here is a list of files included with DMTEXSUP: PNAMORG.BAK - backup file of PNAMES.ORG. This file is used by PREPTEX.BAT TEX2LMP.BAK - backup file of TEXTURE2.LMP. This file is used by PREPTEX.BAT ADDBLANK.BAT - adds a blank 64k file to the end of a PWAD DETEXIT.BAT - runs DETEX on PNAMES.ORG and TEXTURE2.LMP to produce TEXTURE2.TXT DOOMTEX.BAT - modified DOOMTEX.BAT that works with the modified PATCH.WAD and FLAT.WAD and requires the user to specify an insertion point for DMGRAPH PREPTEX.BAT - automates the first 2 steps as outlined in DOOMTEX.DOC. This file restores PNAMES.ORG and TEXTURE2.LMP from the backup files PNAMORG.BAK and TEX2LMP.BAK, runs DETEX to create TEXTURE2.TXT, runs DOS' EDIT to allow the user to add/modify TEXTURE2.TXT, then asks the user if RETEX should be run or not and runs RETEX if necessary RETEXIT.BAT - runs RETEX on TEXTURE2.TXT and PNAMES.ORG to create PNAMES.LMP and TEXTURE2.LMP GREYWALL.GIF - a sample GIF file used in the Tutorial section. DMTEXSUP.TXT - this file BLANK.WAD - not really a PWAD. Just a blank 64k file. Used by ADDBLANK.BAT DoomTex Tutorial ================ This is just a quick tutorial to using DoomTex and the new batch files included with this supplementary. You should go through DOOMTEX.DOC and even print it out to follow along with this tutorial. Step 0 ====== Before you actually start making textures, you have to follow DoomTex's instructions on setting up DMGRAPH. I shall attempt to explain in more detail what you must do. You have 2 options: i) modify DMGRAPH itself or ii) change the name of FAKE.WAD to DOOM.WAD While the second choice is by far the simpler choice, the first option is suggested to avoid the user mistaking the renamed FAKE.WAD as the real DOOM.WAD. If you are afraid of this possibility or require the first option for any other reason, you will need a hex editor (like Norton DISKEDIT). Option i) instructions ====================== Load up your hex editor and then load in DMGRAPH.EXE. If your hex editor has a Find&Replace function, then you do not have to do much work: just select the Find&Replace function and tell the editor to find all occurrences of DOOM.WAD and change them to FAKE.WAD. If your hex editor does not have that function then you will have to change everything yourself. Once you have made all the changes, save and quit and you are done! Option ii) instructions ======================= Simply type the following at your DOS prompt: REN FAKE.WAD DOOM.WAD and that's it! Step 1 ====== The first step is to produce a text file of the textures in DOOM. You can follow Step 1 in DOOMTEX.DOC but substitue TEXTURE2 for all occurences of TEXTURE1. You might also want to name your text file TEXTURE2.TXT instead of TEXTURES.TXT so you can keep track of which set of textures you are working with. To do so, type: DETEX PNAMES.ORG TEXTURE2.LMP > TEXTURE2.TXT However, I have included TEX2LMP.BAK and PNAMORG.BAK which you could just rename then to TEXTURE2.LMP and PNAMES.ORG. OR, you could use PREPTEX.BAT but before you do, you should read through all the steps and take a look at PREPTEX.BAT to see what steps it covers (it covers the first 3 steps). NOTE: If you want to EDIT the textures in TEXTURE1, then substitute all occurences of TEXTURE2 from above to TEXTURE1. Step 2 ====== The next step is to edit TEXTURE2.TXT. In this file, find a spot where you want to add a texture and use this format: TEXTURE_NAME texture_width texture_height patch_name x_offset y_offset [patch_name2 x_offset y_offset] [ ... ] Notes: o TEXTURE_NAME should be in capitals and patch_name should be in lowercase. o You can have more than one patch per texture and each patch can be the same patch or a different patch. o The texture definition must fall between the opening word TEXTURES and the word EOF. Example: Add the following: o under the word TEXTURES, add: GREYWALL 128 64 greywall 0 0 Then save the file. Step 3 ====== Next, create TEXTURES.LMP and PNAMES.LMP by running RETEX.EXE: RETEX TEXTURE2.TXT PNAMES.ORG PNAMES.LMP TEXTURE2.LMP Note: the batch file PREPTEX.BAT covers up to this step. Step 4 ====== For each new patch to be added, make sure the GIF filename is the same as the patch_name and is in the current directory. Type the following command: DOOMTEX patch_name x_insertion_point y_insertion_point This makes LMP files for each patch. Note: the x and y insertion points are not necessarily the same as the x and y patch offsets. For patches that are used as wall textures, I don't think it matters what the insertion point is because the patches are displayed based on the patch x and y offsets. Just specify a 0,0 insertion point for texture patches. Example: Type the following: DOOMTEX greywall 0 0 This will create GREYWALL.LMP. Step 5 ====== The next step is to group all the LMPs into one PWAD. This is done by issuing: LMP2WAD pwadfilename * Note: you do NOT need to include an extension with pwadfilename. Example: Type: LMP2WAD NEWGRAPH * Step 6 ====== This step adds a 64k blank at the end of the PWAD. You can follow Step 5 in DOOMTEX.DOC or just issue the following command: ADDBLANK pwadfilename Example: Type: ADDBLANK NEWGRAPH Step 7 ====== The next step is to build/edit a PWAD to use the new textures. I don't know if you can use any other editors besides DEU. Using DEU, use the R command to read in the new graphics. Example: In DEU, type: R NEWGRAPH.WAD Step 8 ====== When you are done making your level, use DEU to group the level PWAD and the graphics PWAD into one PWAD (_AFTER_ you have run BSP or any other node building programs). First, if you've exitted DEU, read in the level PWAD and the graphic PWAD and then issue the G group command. Example: Enter DEU and then: R E1M1.WAD R NEWGRAPH.WAD G NEWLEVEL.WAD Now you can run the level using DOOM's -file parameter (For those of you who don't know how to do this, go into DOOM directory and type: DOOM -devparm -file newlevel.wad -warp 1 1) Summary of Steps ================ In general, Steps 1 took the texture definitions from DOOM.WAD and generated an editable TXT file which you modify in Step 2. Step 3 generates a raw LMP file of the new texture and patch definitions. Step 4 generates raw LMP files of the new patch graphics and Step 5 groups all the LMP files into one PWAD. Step 6, which is optional, add a blank 64k file which is necessary to use the graphics in DEU of version 5.1 and older. Step 7 goes into DEU to read in the new graphics and build a level using the new graphics and Step 8 groups the new level and new graphics PWADs into one PWAD to run with DOOM. Conclusion ========== DoomTex and this Supplementary may soon become un-needed as Doom v1.666 (and, reportedly, Doom II) allows users to include new patches and textures and so programmers may make DOOM editors that will support this feature. But for now, people using v1.2 will, hopefully, find DoomTex very useful. I hope you find DoomTex Supplementary useful and informative. If you have any questions or corrections, you can contact me through CompuServe (I frequent the GAMERS forum). My CompuServe ID is 71202,1312. CopyRight Notes =============== o DOOM and DOOM II are copyrights of iD Software. iD does not support works created using editors nor the editors themselves. o DMGRAPH was created and written by Bill Neisius. Your modified DMGRAPH should still be considered Bill Neisus' work as the only changes are to make DMGRAPH look for a file FAKE.WAD instead of DOOM's DOOM.WAD. Users could, alternatively, use the original DMGRAPH and rename FAKE.WAD to DOOM.WAD, however, this may be confusing. o DOOMTEX was created by Steve McCrea and this supplementary was not done in conjuction with Steve McCrea. This supplementary is my own work and is intended to aid users in using DOOMTEX. The modified files in this supplementary (PATCH.WAD, FLAT.WAD and DOOMTEX.BAT) should be considered Steve McCrea's work although I have made some extensive changes to DOOMTEX.BAT. This work is not supported by Steve McCrea and any questions or comments should be directed to me instead of him. Ben Sze 71202,1312 (CompuServe ID) --------------------------