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Doom Editing Digest Vol. 01 Nr. 597

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Published in 
Doom editing
 · 7 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #597
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Saturday, 2 March 1996 Volume 01 : Number 597

Re: on doom performance
Re: Sounds & sectors
Re: Sounds & sectors
Re: Sounds & sectors
Die Hard: With a Jetpack
mdl,bsp,dat,wad files in quake
Re: Die Hard: With a Jetpack
Re: PAK format - basic .bsp details (yawn)
sprite editting
Re: sprite editting
OK, last mdl post (quake)

----------------------------------------------------------------------

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Thu, 29 Feb 1996 23:38:41 -0500 (EST)
Subject: Re: on doom performance

> PWADLMP in INFLATED = 5.83fps
> IWADLMP in INFLATED = 5.19fps
> IWADLMP in MERGED = 3.95fps
> PWADLMP in MERGED = 4.40fps
> PWADLMP2 in INFLATED = 8.61fps
> IWADLMP2 in INFLATED = 8.82fps
> IWADLMP2 in MERGED = 7.86fps
> PWADLMP2 in MERGED = 7.68fps
> So in this case there's a 12% increase in performance of the INFLATE method
> over the MERGE method.
> .
Another method could be to use the cleanwad that deletes duplicated entries
from IWADs. MAke a copy of the IWAD, MERGE the pwad, then do a cleanwad
on the new IWAD.

Mike

------------------------------

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Thu, 29 Feb 96 13:50:00 -0700
Subject: Re: Sounds & sectors

- -->Is there anyway to attach sounds to sectors such as running water, like
- -->in Hexen? From my experience doom2 only has event related sounds.

You need two free code pointers. Sacrafice an object. Make it invisible
and not an obstacle. Give it a monsters WAIT pointer and then a MOVE
pointer, but give it a speed of -0-. Make it's sound whatever sound you
want (like water), and use the movement code pointer to be it's delay
rate (ie. 1 is fast, 6 is moderate, 15 is slow). Loop it back on it's
movement routines and you forever have a monster that doesn't move, but
makes action noises (deemed by whatever you want...) If you include a
"Line-of-Site", you'll only hear it if you are in the room (and in site
of the object).

- -+-
* michael.hoenie@sharecity.com << Michael S. Hoenie >>


------------------------------

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Thu, 29 Feb 96 12:43:00 -0700
Subject: Re: Sounds & sectors

- -->From: LUMMOXJR Refer#: NONE
- -->The best way to make sounds is the following:
- -->
- -->In DHE, change an inanimate object to give it normal and moving frames, like
- -->174 and 176 (the trooper's). Make it totally invisible and a non-obstacle,
- -->then change its action sound to whatever you like.
- -->One good one is to use sound 15 (I think), rxplod, which is the BFG hit
- -->sound. Sounds a lot like lightning, great for background effect.

If you have the HEXEN.WAD file, use NWT or WINTEX to nab the thunder
sound out of it, and merge it into DOOM II or DOOM I under some sound
you won't be using, and whalla... REAL thunder... <g>

HERETIC and HEXEN have good stuff - water, dripping, thunder, screams,
hooting, etc, etc...

- -+-
* michael.hoenie@sharecity.com << Michael S. Hoenie >>


------------------------------

From: michael.hoenie@sharecity.com (MICHAEL HOENIE)
Date: Thu, 29 Feb 96 12:43:00 -0700
Subject: Re: Sounds & sectors

- -->From: LUMMOXJR Refer#: NONE
- -->The best way to make sounds is the following:
- -->
- -->In DHE, change an inanimate object to give it normal and moving frames, like
- -->174 and 176 (the trooper's). Make it totally invisible and a non-obstacle,
- -->then change its action sound to whatever you like.
- -->One good one is to use sound 15 (I think), rxplod, which is the BFG hit
- -->sound. Sounds a lot like lightning, great for background effect.

If you have the HEXEN.WAD file, use NWT or WINTEX to nab the thunder
sound out of it, and merge it into DOOM II or DOOM I under some sound
you won't be using, and whalla... REAL thunder... <g>

HERETIC and HEXEN have good stuff - water, dripping, thunder, screams,
hooting, etc, etc...

- -+-
* michael.hoenie@sharecity.com << Michael S. Hoenie >>


------------------------------

From: Damien.Wellman@Narrows.Kendra.Com (Damien Wellman)
Date: 28 Feb 96 22:58:33 -0800
Subject: Die Hard: With a Jetpack

And they said it couldn't be done!

After Mike attempted to send me a copy of Insane Weapons and failed (my
Internet gateway sliced the file into ribbons), I decided to tough it out
myself. What this patch does is simple: The rocket is changed into a
gettable Medikit. After a short while, the Medikit explodes and uses the
Archvile "lift" on you. This does not work QUITE as well as I would like.
The red haze is annoying, it decrements your armor, but keeps your health
level (this can be fixed by changing the rocket into a Megasphere or a
Invulnerabiity) and can cause a crash in two ways: The famous "gettable
projectiles"
crash that doesn't happen on every system (it did, however,
happen on mine) and a S_GetSpecialThing error (I think that's right)
if you somehow grab one of the explosions. On the plus side, it's cool, and
after a little fixing up, should prove to be quite interesting. I invite
anyone who wants to to try their hand at debugging this patch: I'm working on
it, but the more the merrier...:)
To use, just delete everything before the first dotted line and after the
second dotted line, save it as a text file, and load 'er up into DeHacked.

- ----------------------If you cut here, you'll ruin your monitor-------------
Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6


Thing 34 (Rocket (in air))
Initial frame = 841
Speed = -655360
Bits = 66561

Frame 57
Duration = 5

Frame 58
Duration = 5

Frame 59
Duration = 5

Frame 60
Duration = 5

Frame 61
Duration = 5

Frame 841
Duration = 10
Next frame = 127

Ammo 3 (Rockets)
Max ammo = 150
Per ammo = 10

Pointer 71 (Frame 127)
Codep Frame = 264
- ---------------------A lightsaber would be handy right here-------------------
- ---
# TLX v4.00 # "Now witness their attempts to fly from tree to tree."

- --- Blue Wave/DOS v2.30 [NR]

- --
|Fidonet: Damien Wellman 1:262/31
|Internet: Damien.Wellman@narrows.kendra.com
|
| Kendra Communications - FTS <=> Internet Gateway
| When Fido's all ya got, make the best of it.....
| Via-COPLINK 1:343/304 (206)397-6023 Everett WA

------------------------------

From: "Brian K. Martin" <brian@phyast.pitt.edu>
Date: Fri, 1 Mar 1996 10:55:24 -0500 (EST)
Subject: mdl,bsp,dat,wad files in quake

Since a limited amount of quake talk is allowed till monday...

I've been working on the quake files. The specs (2.2) are pretty
good so far. The 'pak' file has been completely extracted so there
is no reason to talk about that (I'll assume you are unpacked).

I have the mdl files about completely decoded. There is a viewer
at http://www.phyast.pitt.edu/~brian/mdl.zip but it doesn't use
the quake palette yet. These files have the 'skin' or textures for
the models and tells how to map the skin to the 3d object. The basic
form is:

80 byte header (picture size, scale factor, number of 2d points mapped
on the textures, definition of the polygons (triangles), number of objects
in file)

256 color bitmap of texture

set of 2d points (4 bytes per point)
(32 bit ints) like
{
int seem;
int x;
int y;
}

set of triangles projected to the texture using above points:
{
int seem;
int pt1;
int pt2;
int pt3;
}

that's it!

Now the actual 3d model seems to be in the progs.dat file. I don't know
much about it yet, but I think it also stores the animation info.

The gfx.wad is of wad2 format and has all the pictures like the damn
turtle icon. It also has the pallete and has a mapping telling quake
what pallete mapping to use for each object. I WISH SOMEONE WOULD SEND
ME THE PALLETE (HINT HINT, NUDGE NUDGE).

The bsp files are really not all Binary Space Partition files. The
test1.bsp etc files are though. The bsp files are kinda understood
in that we know how to add things. The block map, as far as I can tell
has not been extracted yet. The BSP tree has been examined and has seemed
to confuse several people so far. All the wall textures are in there too!
Those can be extracted (qube.exe can do it). This file is a must
hack for anyone wanting to edit maps.

Now that seems to be the status of the files from what I have read and
done. I'm sure more is known but some are prolly keeping secrets so that
they can have the first map editor and such. Since this list is DOOM
editing, I would be happy to talk in email about file formats until
the quake editing list opens.

Later!
zombywOOf


------------------------------

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Fri, 1 Mar 1996 14:00:10 -0500 (EST)
Subject: Re: Die Hard: With a Jetpack

Damien,

On 28 Feb 1996, Damien Wellman wrote:

>
> And they said it couldn't be done!
>
> After Mike attempted to send me a copy of Insane Weapons and failed (my
> Internet gateway sliced the file into ribbons), I decided to tough it out
> myself. What this patch does is simple: The rocket is changed into a
> Invulnerabiity) and can cause a crash in two ways: The famous "gettable
> projectiles"
crash that doesn't happen on every system (it did, however,
> happen on mine) and a S_GetSpecialThing error (I think that's right)
> if you somehow grab one of the explosions. On the plus side, it's cool, and
> after a little fixing up, should prove to be quite interesting. I invite
> anyone who wants to to try their hand at debugging this patch: I'm working on
> it, but the more the merrier...:)
Are you using Doom I or Doom II? I suggest you download Insane Weapons
from ftp.cdrom.com (check my aliensdm3 directory in themes/aliens- filename
is insane.zip). If has pretty much the same thing as yours except no
crashes and no red. The solutions to your crashes are kind of
complex but since you seem to have figured out the rest yourself, you
should be able to reverse-engineer insane and figure out how I did it.

Mike

------------------------------

From: David Friedman <dfriedmn@wam.umd.edu>
Date: Fri, 1 Mar 1996 14:08:41 -0500 (EST)
Subject: Re: PAK format - basic .bsp details (yawn)

"Michael G. Clawson" <clawsonm@nsc2.gordon.army.mil> wrote:
>>Just because I haven't seen it yet, here follows the format for
>>the ..PAK files:

>Thanks, but I made it that far on my own. I'm looking for a little
>bit more detail. What about the individual parts, especially the
>'.bsp' sections?

struct {
struct {
int32 version = 23;
struct { int32 offsets, size } sub-chunk_dir[14];
} header;
sub-chunks padded to 32-bit boundries...
} .bsp;

IOW:
First DWORD is 23 then follow 14 (.bsp relative) offset/size pairs
followed by the data.

These chunks aren't written in the same order as they appear in header
(strange) - I don't know if the game depends on this. Also be aware that
the chunks are located on 4-byte boundries.

The .bsp has lots of stuff in it, including textures. The first chunk in
the directory is a 'script' for the objects on the level (including
lights, doors, etc.). It looks like this:

{
"classname" "light"
"origin" "-368 1592 88"
"light" "200"
}
{
"classname" "weapon_nailgun"
"origin" "1088 704 48"
}
...

Most fields are obvious (for a change).

Can anyone add to this?

David Frieman


------------------------------

From: dfaris@america.com
Date: Fri, 1 Mar 96 18:45 EST
Subject: sprite editting

I was wondering if anyone could tell me how to get a sprite into the doom2 wad
and look good. I have the sprite and I get it into the wad after I convert it to
the doom pallet with PSP but it looks like it is fake and there are small areas
of colors in the sprite that I did not even use on the sprite. Is there a
certain way I should convert the sprite. The edges of the sprite look a bit
jagged too what can I do to fix this problem. Thanks for the help. Dave

------------------------------

From: "=?iso-8859-1?Q?=22t.m=F6ller=22?=" <t.moeller@rendsburg.netsurf.de>
Date: Sat, 2 Mar 1996 01:04:49 +0100
Subject: Re: sprite editting

>I was wondering if anyone could tell me how to get a sprite into the doom2=
wad=20
>and look good. I have the sprite and I get it into the wad after I convert
it to=20
>the doom pallet with PSP but it looks like it is fake and there are small
areas=20
>of colors in the sprite that I did not even use on the sprite. Is there a=
=20
>certain way I should convert the sprite. The edges of the sprite look a bit=
=20
>jagged too what can I do to fix this problem. Thanks for the help. Dave

If you want to create real good sprites you have to use a program which
don=B4t mix around the colors ... windows gfx programs are a very bad choice
in this
case (first, because you never see the real resolution ; second, because you
always work with bad fatbit-options) good choices for editing doom/doom2=
etc.GFX
is Dpaint or the shareware-program called improces... there you can fit your
images into the doom palette (using the overlay/use actual palette - option
while the doom - palette is the actual palette you loaded before).

- - vorphalack / TiC
<| Thomas M=F6ller / vorphalack of TiC, the creators of Sudtic,Teutic and
Obtic. |>


------------------------------

From: "Brian K. Martin" <brian@phyast.pitt.edu>
Date: Fri, 1 Mar 1996 20:02:11 -0500 (EST)
Subject: OK, last mdl post (quake)

I just finished the mdl browser.
http://www.phyast.pitt.edu/~brian/mdl.zip

It shows everything ok now (correct palette thanks to qube).
It is really kinda neat to look at the model textures (gib_3.mdl :)

check it out.
zw


------------------------------

End of doom-editing-digest V1 #597
**********************************

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