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Article #94139

Re: Tool to extract Doom graphics?

#94139
From: Chris Odorjan
Date: Wed, 07 Dec 2005 20:04
86 lines
5113 bytes
On 12/07/05 6:47 AM, dmchess@gmail.com wrote:

> Chris Odorjan wrote:
> 
>>...
>>There's wadtex in xwadtools
>>(ftp://ftp.sunet.se/pub/pc/games/idgames/source/xwadtools-20010615.tar.gz),
>>but it's written for Unix-like systems. I suppose it could be compiled
>>for Windows using Cygwin (I'll try it myself tomorrow).
> 
> I've got some *ixy systems lying around also, so maybe I'll take
> a look at that.  (OS X, maybe?)

I don't see why it wouldn't work with OS X (the necessary fixes for
big-endian machines was already done for the Solaris port). There's
probably just some changes to the makefile to get things in the right
places. (And setting ENDIAN = -DBIGEND)

I see there's also a DOS makefile (using DJGPP). And AndrΓ© Majorel has
some patches for xwadtools here:
http://www.teaser.fr/~amajorel/xwadtools/patches/

Notes for anyone trying to compile xwadtools:
 - there's a function called 'strlcat' which combines strings while
   converting to lower case. This conflicts with a library function on
   some systems (mostly BSD-based). I just went through the files that
   used it and renamed it 'strlccat' (for lower-case, I guess).
 - the file idbsp/buildbsp.c has a function called 'round' that
   interferes with the one in the math library. Fortunately it's not
   used anywhere and can be removed.
 - the Cygwin makefile (Makefile.win) is about 4 years out of date.
   Modifying the Linux one to remove USE_XFORMS and using that instead
   seems to be the easiest solution.

At any rate, I just tried wadtex in Cygwin on the Ultimate Doom IWAD. It
put the PPM files in a directory named textures/ and I used ImageMagick
to convert them to PNG.

> I did do a first cut at a few walls and floors by hand; see:
> http://hullabaloo.simshost.com/forum/viewtopic.php?p=18653#18653

I was trying to figure out what engine that was in. It took about five
minutes before noticing the URL and forum name and realizing it was The
Sims 2...

> A bit
> of a resolution mismatch, obviously...

As you mention in your post there, the faces are a bit smaller than they
should be (I think they should be twice as wide as the teleporter, but
look more like 1.33x). The stained-glass window would be a nice effect
in a Doom level with some custom textures...

>>Nice. I haven't used it in several years either, but I remember porting
>>the source to Linux sometime in 2000 or so then discovering it was
>>already included with the aforementioned xwadtools... :-P
> 
> *8)  At least it was probably good exercise.

I found the source for build 474, and I see I only had to do a few
changes to make it a little nicer to use under Linux: change some of the
files (SLIGE.OUT and SLIGE.CFG) to lowercase, and change the -? option
to -h (presumably whatever I was using as my shell at the time tried
finding a match for the question mark and gave an error). And
coincidentally, I did this exactly six years ago today: Tue Dec  7
16:31:53 1999!

> Oh, yeah!  "Pamplona: the Running of the Bulls"; haven't thought
> of that in years.  (See "http://members.aol.com/dmchess/nickdoom.html",
> near the bottom.)  It was a collaboration between me and SLIGE and
> (for the custom background music) a music-generation program that
> I'd forgotten that
> WAD was version-neutral also; I think I just realized somewhere in
> there that it should be possible in theory, and so I tried it...

I just tried it and got utterly massacred on the first try without
leaving the start room. And this was on Hey, Not Too Rough :-P

Second try was a bit more successful. Finished in 6:48 with well over
100% health...

> Tx for the reply,
> DC

-- 
Chris Odorjan - codorjan@gmail.com - http://www.execulink.com/~bobnet/
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Subject: Re: Tool to extract Doom graphics?
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