coke.wad
Filenames
coke.wad, COKE.WAD, wackerb7.zip
Size
113.40 KB
MD5
892b8606d56283a13c5be155310c4e88
SHA-1
546053aeeee3798a82e4a8227e83fe38e9b79c23
SHA-256
e32280a8812905fd25c2ec463f854121ce7e0cc783f40563cb7ab9aa839263d3
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
19
Maps
E1M1
Download
Read Me
How coke.wad was produced (painfully !!) Credits: Lee Witek : For the bitmaps of the coke machine. (Also REJECT) Keith Wilkins : The hack of E1M1 COKE.WAD was produced with the following tools: DEU 5.21 (Thanks to Rapheal Quinet et Al.) WACKER beta5 It appears there is a serious bug in Deu 5.21 that will not allow the grpahics for the texure selection to come from a separate file. It works OK if the Level and grahics come from the same PWAD but NOT if the graphics PWAD is separate. This makes use of new textures a pain in the arse until the bug is fixed. These directions were typed from memory at the end of a long and hot day and as such I do not vouch for their complete correctness with some persverance you can do it, so please think before you email me saying it doesn't work. If I can figure it out I'm sure you can. If you do discover a bug in wacker please email me: [email protected] OR [email protected] I will endeavour to fix all bugs that I know about. Step1 ----- Develop your bitmaps. Step2 ----- Load WACKER and then load in all of your new patches: It is no longer necessary for patches to be contained within P_START & P_END markers (Although it is still recommended) as beta7 wacker recognises patches that are not within P_START & P_END ONLY IF the are in the PNAMES & TEXTURE1 & TEXTURE2 objects. > For Wacker to recognise patches when loading a PWAD they must > be enclosed in P_START P_END markers > CREATE mygfx > CREATE mygfx p_start > CREATE mygfx p_end > LPB myfgx coke01 front.bmp > LPB mygfx coke02 back.bmp > LPB mygfx coke03 side.bmp > MOVE mygfx p_end coke03 > The move command makes sure that the patches are within the markers > as when you load a new patch it is always tagged onto the end of a > WAD. Step3 ----- Create your new textures: CREATE texture coke_fr 128 128 CREATE texture coke_bk 128 128 CREATE texture coke_sd 64 128 Note: You MUST repeat MUST make sure the width of your new texture is binary power of 2 otherwise DooM will screw-up the drawing of the new texture. 2,4,8,16,32,64,128,256 Now make the textures with the drag and drop. DISP coke01 DISP coke_fr Now pickup the front panel of the machine by holding down the mouse button and drag it over to the white box. Position it in the top left of the box and drop by releasing the mouse button. Hint You can use the cursor keys to give fine control over positioning whilst the mouse button is held down. Now do the same for COKE_BK and COKE_SD The WEL_DOOM and WEL_WACK textures were craeated in a similar manner except that all of the bitmaps already exist within the DOOM IWAD. You can pick and drop and bitmap from any of the patch galleries (SPRITE,PATCH,GRAPHIC) the alphabet used in both of the above can be found towards the end of the GRAPHIC gallery. Step4 ----- Saving out your new textures. To trigger wacker to make PNAMES TEXTURE1 and TEXTURE1 which are reauired for new textures you must make sure that the PNAMES entry exists in the PWAD: CREATE mygfx PNAMES SDW mygfx mygfx.wad Step5 ----- Load your new level and merge is with the graphics. LDW mylevel mylevel.wad COPY mylevel e1m1 mygfx Now to save out. SDW mylevel testlvl.wad Step6 ----- Exit wacker and loadup deu. Use the normal sidedef editor +to incorporate you new graphics into the level and save out when finished. saved to mylevel2.wad This will ONLY save the Level, the new textures must be re-incorporated into the level. Step7 ----- To produce the final level load up wacker again and load your textures in: LDW mygfx mygfx.wad Merge the level LDW mylevel2 mylevel2.wad COPY mylevel2 e1m1 mygfx Finally save out SDW mygfx finallvl.wad ------------------------------------------------------ If deu functioned properly then steps 5 & 6 could be skipped. All you should need to do is step 1-4 and then entry deu load the patch do your editing/creation, test with the spearate graphics & level pwads and only do step 7 when everytinh is complete. With the current deu bug it is likely you must run abound the loop several times to get everything right, taking much long than is necessary. There is a way to fudge the issue as deu will work with a PNAMES, TEXTURE1 & 2 if there are NOT any external bitmaps. You can build a fake gfx wad with wacker that has the correct names and sizes of new textures but uses the graphics within the doom wad. You can then develop properly but you cannot view the real textures until you do the final merge. I used the fake method for developing coke.wad the fake pnames,texture1 & 2 are included in this release. At the moment the b5 of wacker will allow creation of textures but NOT modification so if you screw up when positioning then you must delete the texture and create it again.
How coke.wad was produced (painfully !!) Credits: Lee Witek : For the bitmaps of the coke machine. (Also REJECT) Keith Wilkins : The hack of E1M1 COKE.WAD was produced with the following tools: DEU 5.21 (Thanks to Rapheal Quinet et Al.) WACKER beta5 It appears there is a serious bug in Deu 5.21 that will not allow the grpahics for the texure selection to come from a separate file. It works OK if the Level and grahics come from the same PWAD but NOT if the graphics PWAD is separate. This makes use of new textures a pain in the arse until the bug is fixed. These directions were typed from memory at the end of a long and hot day and as such I do not vouch for their complete correctness with some persverance you can do it, so please think before you email me saying it doesn't work. If I can figure it out I'm sure you can. If you do discover a bug in wacker please email me: [email protected] OR [email protected] I will endeavour to fix all bugs that I know about. Step1 ----- Develop your bitmaps. Step2 ----- Load WACKER and then load in all of your new patches: It is no longer necessary for patches to be contained within P_START & P_END markers (Although it is still recommended) as beta7 wacker recognises patches that are not within P_START & P_END ONLY IF the are in the PNAMES & TEXTURE1 & TEXTURE2 objects. > For Wacker to recognise patches when loading a PWAD they must > be enclosed in P_START P_END markers > CREATE mygfx > CREATE mygfx p_start > CREATE mygfx p_end > LPB myfgx coke01 front.bmp > LPB mygfx coke02 back.bmp > LPB mygfx coke03 side.bmp > MOVE mygfx p_end coke03 > The move command makes sure that the patches are within the markers > as when you load a new patch it is always tagged onto the end of a > WAD. Step3 ----- Create your new textures: CREATE texture coke_fr 128 128 CREATE texture coke_bk 128 128 CREATE texture coke_sd 64 128 Note: You MUST repeat MUST make sure the width of your new texture is binary power of 2 otherwise DooM will screw-up the drawing of the new texture. 2,4,8,16,32,64,128,256 Now make the textures with the drag and drop. DISP coke01 DISP coke_fr Now pickup the front panel of the machine by holding down the mouse button and drag it over to the white box. Position it in the top left of the box and drop by releasing the mouse button. Hint You can use the cursor keys to give fine control over positioning whilst the mouse button is held down. Now do the same for COKE_BK and COKE_SD The WEL_DOOM and WEL_WACK textures were craeated in a similar manner except that all of the bitmaps already exist within the DOOM IWAD. You can pick and drop and bitmap from any of the patch galleries (SPRITE,PATCH,GRAPHIC) the alphabet used in both of the above can be found towards the end of the GRAPHIC gallery. Step4 ----- Saving out your new textures. To trigger wacker to make PNAMES TEXTURE1 and TEXTURE1 which are reauired for new textures you must make sure that the PNAMES entry exists in the PWAD: CREATE mygfx PNAMES SDW mygfx mygfx.wad Step5 ----- Load your new level and merge is with the graphics. LDW mylevel mylevel.wad COPY mylevel e1m1 mygfx Now to save out. SDW mylevel testlvl.wad Step6 ----- Exit wacker and loadup deu. Use the normal sidedef editor +to incorporate you new graphics into the level and save out when finished. saved to mylevel2.wad This will ONLY save the Level, the new textures must be re-incorporated into the level. Step7 ----- To produce the final level load up wacker again and load your textures in: LDW mygfx mygfx.wad Merge the level LDW mylevel2 mylevel2.wad COPY mylevel2 e1m1 mygfx Finally save out SDW mygfx finallvl.wad ------------------------------------------------------ If deu functioned properly then steps 5 & 6 could be skipped. All you should need to do is step 1-4 and then entry deu load the patch do your editing/creation, test with the spearate graphics & level pwads and only do step 7 when everytinh is complete. With the current deu bug it is likely you must run abound the loop several times to get everything right, taking much long than is necessary. There is a way to fudge the issue as deu will work with a PNAMES, TEXTURE1 & 2 if there are NOT any external bitmaps. You can build a fake gfx wad with wacker that has the correct names and sizes of new textures but uses the graphics within the doom wad. You can then develop properly but you cannot view the real textures until you do the final merge. I used the fake method for developing coke.wad the fake pnames,texture1 & 2 are included in this release. At the moment the b5 of wacker will allow creation of textures but NOT modification so if you screw up when positioning then you must delete the texture and create it again.