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19 messages
19 total messages Started by dmchess Tue, 06 Dec 2005 19:21
Tool to extract Doom graphics?
#94129
Author: dmchess
Date: Tue, 06 Dec 2005 19:21
34 lines
2633 bytes
Okay, so I have this silly desire to extract lots of Doom/Doom2
(the originals, not these fancy modern polygon-based things) wall
and floor and ceiling textures, to use in The Sims 2 (I think it'd
be funny to have a happy little family living in a house with Doom
graphics on the surfaces; maybe I could give them flaming red
skintones also).

I managed to find a copy of NWT that will just barely work under
Windows XP (deutex kept crashing even after I found the XP dpmi
provider), and that lets me extract patches to GIFs, which is
_almost_ what I want.  But what I really want are the textures,
which are (in some/many cases) made by pasting together a
number of different patches into an overall thing.  I could do this
by hand for a few, but I'm greedy and I want them all.  (I have all
the real licensed WAD files and all of course.)

Is there some DOOM utility that will extract the patches and texture
data from a WAD, reconstruct the textures, and save them to files in
some modern format (GIF, JPG, BMP), that works under modern
versions of Windows?

Tx very,
DC

P.S. Oh yeah, the floor and ceiling flats are all just single square
images, aren't they?  You only need to paste patches together to
construct the wall textures.  So read the above as having said that.
*8)

P.P.S. To establish whatever credibility it may buy me, I'm the
author of SLIGE (http://www.doomworld.com/slige/), the market
leader (last time I looked) in automatic level generation for DOOM
and DOOM 2.  Not that I've touched that code in the last several
years...
Re: Tool to extract Doom graphics?
#94130
Author: BW
Date: Tue, 06 Dec 2005 21:32
44 lines
2963 bytes
<dmchess@gmail.com> wrote in message
news:1133896863.029434.183600@g43g2000cwa.googlegroups.com...
> Okay, so I have this silly desire to extract lots of Doom/Doom2
> (the originals, not these fancy modern polygon-based things) wall
> and floor and ceiling textures, to use in The Sims 2 (I think it'd
> be funny to have a happy little family living in a house with Doom
> graphics on the surfaces; maybe I could give them flaming red
> skintones also).
>
> I managed to find a copy of NWT that will just barely work under
> Windows XP (deutex kept crashing even after I found the XP dpmi
> provider), and that lets me extract patches to GIFs, which is
> _almost_ what I want.  But what I really want are the textures,
> which are (in some/many cases) made by pasting together a
> number of different patches into an overall thing.  I could do this
> by hand for a few, but I'm greedy and I want them all.  (I have all
> the real licensed WAD files and all of course.)
>
> Is there some DOOM utility that will extract the patches and texture
> data from a WAD, reconstruct the textures, and save them to files in
> some modern format (GIF, JPG, BMP), that works under modern
> versions of Windows?
>
> Tx very,
> DC
>
> P.S. Oh yeah, the floor and ceiling flats are all just single square
> images, aren't they?  You only need to paste patches together to
> construct the wall textures.  So read the above as having said that.
> *8)
>
> P.P.S. To establish whatever credibility it may buy me, I'm the
> author of SLIGE (http://www.doomworld.com/slige/), the market
> leader (last time I looked) in automatic level generation for DOOM
> and DOOM 2.  Not that I've touched that code in the last several
> years...
>

Cool. I remember SLIGE. :)
I don't know if this will be any help, but you might be able to use the
DosBox emulator to run troublesome DOS-based doom utilities under Windows
XP.
http://dosbox.sourceforge.net/
Re: Tool to extract Doom graphics?
#94131
Author: BW
Date: Tue, 06 Dec 2005 22:43
52 lines
3300 bytes
"BW" <this@is.a.fake.address> wrote in message
news:dn500v$6ci$1@newsg2.svr.pol.co.uk...
>
> <dmchess@gmail.com> wrote in message
> news:1133896863.029434.183600@g43g2000cwa.googlegroups.com...
> > Okay, so I have this silly desire to extract lots of Doom/Doom2
> > (the originals, not these fancy modern polygon-based things) wall
> > and floor and ceiling textures, to use in The Sims 2 (I think it'd
> > be funny to have a happy little family living in a house with Doom
> > graphics on the surfaces; maybe I could give them flaming red
> > skintones also).
> >
> > I managed to find a copy of NWT that will just barely work under
> > Windows XP (deutex kept crashing even after I found the XP dpmi
> > provider), and that lets me extract patches to GIFs, which is
> > _almost_ what I want.  But what I really want are the textures,
> > which are (in some/many cases) made by pasting together a
> > number of different patches into an overall thing.  I could do this
> > by hand for a few, but I'm greedy and I want them all.  (I have all
> > the real licensed WAD files and all of course.)
> >
> > Is there some DOOM utility that will extract the patches and texture
> > data from a WAD, reconstruct the textures, and save them to files in
> > some modern format (GIF, JPG, BMP), that works under modern
> > versions of Windows?
> >
> > Tx very,
> > DC
> >
> > P.S. Oh yeah, the floor and ceiling flats are all just single square
> > images, aren't they?  You only need to paste patches together to
> > construct the wall textures.  So read the above as having said that.
> > *8)
> >
> > P.P.S. To establish whatever credibility it may buy me, I'm the
> > author of SLIGE (http://www.doomworld.com/slige/), the market
> > leader (last time I looked) in automatic level generation for DOOM
> > and DOOM 2.  Not that I've touched that code in the last several
> > years...
> >
>
> Cool. I remember SLIGE. :)
> I don't know if this will be any help, but you might be able to use the
> DosBox emulator to run troublesome DOS-based doom utilities under Windows
> XP.
> http://dosbox.sourceforge.net/
>
>

Btw, Deutex works fine for me under XP, but it's only able to extract the
flats as-is, as far as I can tell.
Re: Tool to extract Doom graphics?
#94132
Author: dmchess
Date: Tue, 06 Dec 2005 23:52
12 lines
1501 bytes
Tx for the replies!  Nice to know SLIGE is not forgotten.  *8)

BW wrote:
> Btw, Deutex works fine for me under XP, but it's only able to extract the
> flats as-is, as far as I can tell.
>

That's odd!  I have to use the "dosx" command to get DPMI loaded
before it'll run at all, and then when I do "deutex -textures -extract"
it aborts with some large exception dump.  Hm...

DC
Re: Tool to extract Doom graphics?
#94133
Author: ronald.phillips
Date: Wed, 07 Dec 2005 03:07
2 lines
1369 bytes
Why not just ask the DoomsDay Engine guys what they use for .WAD
extraction?
Re: Tool to extract Doom graphics?
#94137
Author: Chris Odorjan
Date: Wed, 07 Dec 2005 06:27
37 lines
2927 bytes
On 12/06/05 2:21 PM, dmchess@gmail.com wrote:

> Is there some DOOM utility that will extract the patches and texture
> data from a WAD, reconstruct the textures, and save them to files in
> some modern format (GIF, JPG, BMP), that works under modern
> versions of Windows?

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).

It reads the TEXTURE1 and PNAMES (and TEXTURE2 if necessary) lumps to
determine which patches are used in each texture, then writes the
generated texture to a .ppm file (which you can then convert to .gif or
.png or whatever).

It also has wadpat and wadflat to extract the patches (on their own) and
flats (and wadsprit for sprites).

> P.P.S. To establish whatever credibility it may buy me, I'm the
> author of SLIGE (http://www.doomworld.com/slige/), the market
> leader (last time I looked) in automatic level generation for DOOM
> and DOOM 2.  Not that I've touched that code in the last several
> years...

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

I also remember a level that you generated with it that ran in both Doom
and Doom II (using both E1M1 and MAP01 headers before the level data,
and limiting it to the textures and things common to both games), I
thought that was a pretty neat trick.

-- 
Chris Odorjan - codorjan@gmail.com - http://www.execulink.com/~bobnet/
Re: Tool to extract Doom graphics?
#94134
Author: dmchess
Date: Wed, 07 Dec 2005 11:28
11 lines
1597 bytes
ronald.phillips@gmail.com wrote:
> Why not just ask the DoomsDay Engine guys what they use for .WAD
> extraction?
>

*8) I'm sort of out of touch these days, and I don't know
who's who in the Doom modding community anymore.
So I thought I'd just ask here (I even forgot about rec.
games.doom).  Nice to know there are still people
paying attention!               DC
Re: Tool to extract Doom graphics?
#94138
Author: dmchess
Date: Wed, 07 Dec 2005 11:47
45 lines
3039 bytes
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 did do a first cut at a few walls and floors by hand; see:

http://hullabaloo.simshost.com/forum/viewtopic.php?p=18653#18653

for a screenshot (I really need to do one with an adorable little
toddler about to step onto a teleportal or something...).  A bit
of a resolution mismatch, obviously...

> 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 also remember a level that you generated with it that ran in both Doom
> and Doom II (using both E1M1 and MAP01 headers before the level data,
> and limiting it to the textures and things common to both games), I
> thought that was a pretty neat trick.
>

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 wrote (SLIGE actually has a stub to compose custom music for the
WADs it generates, but I never put in any actual music-writing code,
because it would have made the program considerably larger, and the
music would still have sucked most of the time).  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...

Tx for the reply,
DC
Re: Tool to extract Doom graphics?
#94135
Author: Raymond Martineau
Date: Wed, 07 Dec 2005 19:24
16 lines
1744 bytes
On 7 Dec 2005 03:28:06 -0800, dmchess@gmail.com wrote:

>
>ronald.phillips@gmail.com wrote:
>> Why not just ask the DoomsDay Engine guys what they use for .WAD
>> extraction?
>>
>
>*8) I'm sort of out of touch these days, and I don't know
>who's who in the Doom modding community anymore.
>So I thought I'd just ask here (I even forgot about rec.
>games.doom).  Nice to know there are still people
>paying attention!               DC

Don't worry - when it comes to editing, we treat every one as credible here
as long as they sound credible.  :)
Re: Tool to extract Doom graphics?
#94139
Author: 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 André 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/
Re: Tool to extract Doom graphics?
#94140
Author: dmchess
Date: Wed, 07 Dec 2005 23:56
43 lines
2878 bytes
Chris Odorjan wrote:
> On 12/07/05 6:47 AM, dmchess@gmail.com wrote:
>
> ...
> > 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...
>

Yeah; as engines go it's got pretty good graphics, but the combat
system's really poor.  *8)

>
> > 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...
>

I think they're actually exactly the same width.  Going back and
looking at Doom maps makes me realize that in many ways the
Sims 2 engine is (despite being shiny and modern) really primitive.
All walls are the same height, all wall textures are the same width,
and all walls are an integer multiple of that wide.  There are only
four possible orientations for walls (N-S, E-W, and the diagonals).
(Hm, does it just stretch wall textures sideways to fit on the
diagonal walls?  I've never looked at that very closely.)  On the
other hand the objects and inhabitants are actually 3D, so I
shouldn't complain too much...   *8)

(The stained-glass window would fit right into that big
cathedral-based WAD that I played the other year.  What
was it called?  It was really good.  Organ-music in the
background and everything, and good play.)

DC
Re: Tool to extract Doom graphics?
#94141
Author: myk
Date: Thu, 08 Dec 2005 13:14
14 lines
1630 bytes
dmchess@gmail.com wrote:
> Is there some DOOM utility that will extract the patches and texture
> data from a WAD, reconstruct the textures, and save them to files in
> some modern format (GIF, JPG, BMP), that works under modern
> versions of Windows?

I sometimes use DeuTex, but for day to day spontaneous wad resource
extraction and editing I find XWE very useful:

http://www.doomworld.com/xwe/

It has a listing on the left like NWT, but you can mass-select any
amount of lumps there to save to file (allowing you to extract any
amount in one go.)
Re: Tool to extract Doom graphics?
#94142
Author: dmchess
Date: Fri, 09 Dec 2005 14:00
18 lines
1699 bytes
myk wrote:
> I sometimes use DeuTex, but for day to day spontaneous wad resource
> extraction and editing I find XWE very useful:
>
> http://www.doomworld.com/xwe/
>

Wow, very nice program!  (Even the waveforms of sound effects.)  But
the one thing that I can't find in it is a way to save a texture as an
image file (rather than as part of a LMP).  I could I suppose take a
screenshot of the screen where is displays the texture and then crop
out everything but the texture itself, but that'd be Silly.  Am I
overlooking
a menu item somewhere?

Tx, 
DC
Re: Tool to extract Doom graphics?
#94143
Author: George M. Reagan
Date: Fri, 09 Dec 2005 23:26
30 lines
2208 bytes
Hi DC,

    DeePsea has an export lump feature in its "GRAPHIC EDITOR" feature. 
Check it out:

http://sbsoftware.com/

G.

<dmchess@gmail.com> wrote in message 
news:1134136833.267122.87810@g49g2000cwa.googlegroups.com...
>
> myk wrote:
>> I sometimes use DeuTex, but for day to day spontaneous wad resource
>> extraction and editing I find XWE very useful:
>>
>> http://www.doomworld.com/xwe/
>>
>
> Wow, very nice program!  (Even the waveforms of sound effects.)  But
> the one thing that I can't find in it is a way to save a texture as an
> image file (rather than as part of a LMP).  I could I suppose take a
> screenshot of the screen where is displays the texture and then crop
> out everything but the texture itself, but that'd be Silly.  Am I
> overlooking
> a menu item somewhere?
>
> Tx,
> DC
> 
Re: Tool to extract Doom graphics?
#94136
Author: Grieve
Date: Fri, 09 Dec 2005 23:40
42 lines
2569 bytes
wintex 4.3. (or above)

http://drsleep.newdoom.com/graph.shtml

this works still perfect for me, under win2000 SP4
I only had to customize the ini file, since the external programs which are
called as tools have changed their names.
so paintbrush.exe has become mspaint.exe, the wav player and editor is now
called sndrec32.exe, the midi editor and player now is called mplay32.exe.

it's basically only a frontend for DOS tools like Deusf, Deutex, Midi2Mus,
written in ancient 16 Bit Visual Basic for Windows 3.1.

But it still runs fine. Listening to the Doom midi music right from inside
the wad is a nice feature, among others.



"Raymond Martineau" <bk039@ncf.ca> schrieb im Newsbeitrag
news:n7dep1p9obefcgib462pp1bf5iv0eblmd0@4ax.com...
> On 7 Dec 2005 03:28:06 -0800, dmchess@gmail.com wrote:
>
> >
> >ronald.phillips@gmail.com wrote:
> >> Why not just ask the DoomsDay Engine guys what they use for .WAD
> >> extraction?
> >>
> >
> >*8) I'm sort of out of touch these days, and I don't know
> >who's who in the Doom modding community anymore.
> >So I thought I'd just ask here (I even forgot about rec.
> >games.doom).  Nice to know there are still people
> >paying attention!               DC
>
> Don't worry - when it comes to editing, we treat every one as credible
here
> as long as they sound credible.  :)
>
>
>
>
>
Re: Tool to extract Doom graphics?
#94147
Author: nicolas
Date: Sat, 10 Dec 2005 21:03
35 lines
2484 bytes
On Tue, 06 Dec 2005 11:21:03 -0800, dmchess wrote:

> Okay, so I have this silly desire to extract lots of Doom/Doom2
> (the originals, not these fancy modern polygon-based things) wall
> and floor and ceiling textures, to use in The Sims 2 (I think it'd
> be funny to have a happy little family living in a house with Doom
> graphics on the surfaces; maybe I could give them flaming red
> skintones also).

> I managed to find a copy of NWT that will just barely work under
> Windows XP (deutex kept crashing even after I found the XP dpmi
> provider), and that lets me extract patches to GIFs, which is
> _almost_ what I want.  But what I really want are the textures,
> which are (in some/many cases) made by pasting together a
> number of different patches into an overall thing.  I could do this
> by hand for a few, but I'm greedy and I want them all.  (I have all
> the real licensed WAD files and all of course.)

> Is there some DOOM utility that will extract the patches and texture
> data from a WAD, reconstruct the textures, and save them to files in
> some modern format (GIF, JPG, BMP), that works under modern
> versions of Windows?

For Linux you have FusePAK, that can mount a wad or a pak as a file
system.
http://www.linux-gamers.net/modules/wfdownloads/singlefile.php?cid=34&lid=400

nicolas patrois : pts noir asocial
-- 
TIF OU TONDU

P : Si tu mènes une vie sage, tu peux te réincarner en chat...
M : Merde ! Et si je mène une vie de con ?
P : Tu te réincarnes en... DALAÏ-LAMA !!
M : Merde, merde, merde...
Re: Tool to extract Doom graphics?
#94144
Author: myk
Date: Thu, 15 Dec 2005 16:04
16 lines
2043 bytes
dmchess@gmail.com wrote:
> But the one thing that I can't find in it is a way to save a texture as
> an image file (rather than as part of a LMP).  I could I suppose take a
> screenshot of the screen where is displays the texture and then crop
> out everything but the texture itself, but that'd be Silly.  Am I
> overlooking a menu item somewhere?

A texture patch? If you select it and choose "save as" under the Entry
menu it should save it as a bitmap. To save it as a lump I have to
choose "View raw data" under Entry and then save it.

But tou said texture... keep in mind a texture is a bunch of
superimposed patches (although often just one) so it can't easily be
saved as a picture itself, just displayed by the utility. The patches
can be saved as pictures, but only some of them are equivalent to full
textures, others being just parts.
Re: Tool to extract Doom graphics?
#94145
Author: BW
Date: Fri, 16 Dec 2005 16:13
23 lines
2348 bytes
"myk" <miguelfolatelli@gmail.com> wrote in message
news:1134662678.159288.170380@o13g2000cwo.googlegroups.com...
> dmchess@gmail.com wrote:
> > But the one thing that I can't find in it is a way to save a texture as
> > an image file (rather than as part of a LMP).  I could I suppose take a
> > screenshot of the screen where is displays the texture and then crop
> > out everything but the texture itself, but that'd be Silly.  Am I
> > overlooking a menu item somewhere?
>
> A texture patch? If you select it and choose "save as" under the Entry
> menu it should save it as a bitmap. To save it as a lump I have to
> choose "View raw data" under Entry and then save it.
>
> But tou said texture... keep in mind a texture is a bunch of
> superimposed patches (although often just one) so it can't easily be
> saved as a picture itself, just displayed by the utility. The patches
> can be saved as pictures, but only some of them are equivalent to full
> textures, others being just parts.
>

If it can be displayed, it's trivial for the program to go that one step
further and save the resulting bitmap, but none of them seem to have that
feature. Very strange!
Re: Tool to extract Doom graphics?
#94146
Author: myk
Date: Sun, 25 Dec 2005 12:11
10 lines
1784 bytes
BW wrote:
> If it can be displayed, it's trivial for the program to go that one step
> further and save the resulting bitmap, but none of them seem to have that
> feature. Very strange!

You're probably right; though since internally the game just uses the
patches, there usually isn't a need to output textures directly. It
could be useful to create one-patch textures from multi-patch ones or
merely displays of the full ingame textures, but it wouldn't be a main
requirement for a wad editing tool.
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