Job Posted July 20, 2013 DaniJ said:I have to ask -- why are you doing that? As MTrop mentioned, most if not all actively maintained source ports provide options to do that "virtually" using features of their respective resource managers. Even Chocolate DOOM. Is this for use with ye olde doom.exe ? Yes, part of it is for that flexibility, while part of it is for convenience. There's a third reason, though. I'm not sure if you've noticed, but there's been a lot of improvements made to weapon and some enemy attack/death animations and instead of including several parameters to launch a game, I'd rather just have an "enhanced" Doom/Doom 2 IWAD, if that makes sense. 0 Share this post Link to post
40oz Posted July 21, 2013 I recently considered the idea of making a few Music Replacement wads by rearranging the order in which Doom 2's music plays for play in megawads or short episodes that don't have music lumps in them (such as Oblige or Slige wads), but I figured I'd eventually become wise to the order in which they're played, having made them in a lump editor myself. Would you consider making a program that generates a wad of all of an IWAD's music, shuffled simply by renaming the lump names so that tracks come up in a different order each time a wad is generated? 0 Share this post Link to post
Gez Posted July 21, 2013 Job said:there's been a lot of improvements made to weapon and some enemy attack/death animations and instead of including several parameters to launch a game, I'd rather just have an "enhanced" Doom/Doom 2 IWAD, if that makes sense. I'd rather use a modern port's autoload feature. 0 Share this post Link to post
MTrop Posted July 21, 2013 Gez said:I'd rather use a modern port's autoload feature. I concur. I also think that you're not going to get the result you desire if you plan on using some IWADS with Vanilla Doom. Why not use an amazing frontend launcher that separates mods and maps called MyIdGames which I made and put in the post in the link? 0 Share this post Link to post
Job Posted July 21, 2013 MTrop said:I concur. I also think that you're not going to get the result you desire if you plan on using some IWADS with Vanilla Doom. Why not use an amazing frontend launcher that separates mods and maps called MyIdGames which I made and put in the post in the link? Heh, well, I suppose that works too. I'll give it a try. Thanks for pointing it out to me. 0 Share this post Link to post
MTrop Posted August 30, 2013 I've updated TEXtract to v0.9.5, which fixes an important problem:0.9.5BETA Fixed a bug where it wouldn't detect namespace boundaries if they were the first entry in a WAD file. Whoops. Greater OR EQUAL, Matt... Program links updated. 0 Share this post Link to post
Average Posted November 9, 2013 Hey, are you still taking requests? If so, I have one. How about a utility that automatically renames and compiles audio tracks into music wads for use with your favourite port. As it stand just now it's a rather tedious process of using Slade and manually renaming each track to their Doom/Doom 2 counter part. I would love to take, say, the Perfect Dark soundtrack and drop it into a utility that spews out a nice wad that I can just load up with ZDL et al. Cheers for reading regardless. :) 0 Share this post Link to post
plums Posted November 11, 2013 Hi, I was trying to use texspy and textract to add textures from a texture pack to a wad (http://www.doomworld.com/vb/wads-mods/66152-one-sp-map-for-heretic-viridian-vault/) and textract keeps crashing on me. I don't know if I'm doing something wrong or if the program doesn't like the texture pack. In the end I moved the textures by hand, since there weren't that many. I'm using WinXP, Java 7 update 45 (1.7.0_45-b18). (linebreaks inserted to not break the forum layout; will post without them if needed) C:\Games\doom\vvault>texspy.exe vvault.wad | textract.exe BAK_LEG.WAD -base c:\games\doom\heretic.wad -o vvtex.wad TEXtract v0.9.5BETA by Matt Tropiano Scanning c:\games\doom\heretic.wad... Scanning TEXTUREx/PNAMES... Scanning patch entries... 93 patches. Scanning flat entries... 66 flats. Scanning texture namespace entries... 0 namespace textures. Scanning BAK_LEG.WAD... Scanning patch entries... 0 patches. Scanning flat entries... 0 flats. Scanning texture namespace entries... 1701 namespace textures. Exception in thread "main" java.lang.NullPointerException at com.blackrook.commons.AbstractChainedHash$ ChainedHashIterator.next(AbstractChainedHash.java:269) at com.blackrook.commons.AbstractChainedHashMap$ KeyIterator.next(AbstractChainedHashMap.java:207) at net.mtrop.utility.doom.textract.TextureExtractor.scanWAD(Unknown Source) at net.mtrop.utility.doom.textract.TextureExtractor.execute(Unknown Source) at net.mtrop.utility.doom.textract.TextureExtractor.execute(Unknown Source) at net.mtrop.utility.Utility.go(Unknown Source) at net.mtrop.utility.doom.textract.Main.main(Unknown Source) in case it matters, here's texspy alone:C:\Games\doom\vvault>texspy.exe vvault.wad Opening file vvault.wad... Opening map E1M1... Format is HEXEN... Reading SIDEDEFS... Reading SECTORS... -TEXTURE BANNER0 BONES01 CSTLRCK DMNMSK4 DOORBIG2 DOOREXI5 ELECDOR4 EXITSIG2 FPLAT01 GATMETL2 GRNGREYV LITEBIG3 METAL32 METAL64 METLSUP1 METX21 METX24 MIDBAR05 ROCK905 SAINT2 SKULLF3 SKY1 STNBAR11 STNBAR17 STNSUP12 STNSUPP1 STNSUPP2 STNTRIM6 STNTRIM7 SW1ON SW50OFF WEB1_B WEB1_F WEB3_M WOODSL07 -FLAT CSTLRCK FLAT502B FLAT502C FLAT504B FLAT504D FLOOR01C FLOOR231 FLSTON14 F_SKY1 LITEBIG3 METAL32 METAL64 METLSUP1 METX21 MGREEN1 STNFLR01 STNSUPP1 WOODSL07 0 Share this post Link to post
MTrop Posted November 12, 2013 You need to add the "-textract" switch at the end of the texspy command, like so: texspy.exe vvault.wad -textract | textract.exe BAK_LEG.WAD -base c:\games\doom\heretic.wad -o vvtex.wad TEXTRACT shouldn't crash like that on a bad parse, though. I'll take a gander. 0 Share this post Link to post
plums Posted November 12, 2013 Oh, yeah, missed that switch completely. Thanks. e: It's possible other people will make this error. If you update the error handling of textract, a message like "If you're piping from texspy, did you forget the -textract switch?" might be a good idea. 0 Share this post Link to post
MTrop Posted November 12, 2013 That is exactly what I was thinking. I'll probably post an update later this week. 0 Share this post Link to post
plums Posted November 12, 2013 MTrop said:You need to add the "-textract" switch at the end of the texspy command, like so: texspy.exe vvault.wad -textract | textract.exe BAK_LEG.WAD -base c:\games\doom\heretic.wad -o vvtex.wad Actually that still didn't work, exact same crash and output as before. 0 Share this post Link to post
MTrop Posted November 13, 2013 plums said:Actually that still didn't work, exact same crash and output as before. Could you PM me a link with the VVAULT.WAD file so that I can take a closer look? I think that I already have BAK_LEG.WAD somewhere, so you don't need to link that one. Thanks! 0 Share this post Link to post
MTrop Posted November 14, 2013 TEXtract has been updated! See the release post at the beginning of the thread. 0.9.6BETA Fixed a NullPointer which would occur if the source texture resource WAD did not contain a set of TEXTUREx/PNAMES lumps. How embarassing. Added reminder message to error message on a bad input list parse. Special thanks to DoomWorld user plums! 0 Share this post Link to post
Average Posted November 14, 2013 Average said:Hey, are you still taking requests?... Cheers for reading regardless. :) A simple yes or no would be fine. :P 0 Share this post Link to post
MTrop Posted November 14, 2013 Been busy as of late. Sporadically updating when I can. So, no. Not until I start finishing other things, which may take a while. Sorry. :( 0 Share this post Link to post
Average Posted November 14, 2013 No worries. It was just a cheeky way to bump my post just in case you missed it due to the subsequent posts regarding TEXtract. Thanks for replying. :) 0 Share this post Link to post
bcwood16 Posted January 3, 2014 Hi MTrop Sounds like you are still busy, but was just wondering if you are still planning to work on the MD2 Tool GUI. Im sure its still on your list some were and its always cheeky to follow up on somebody doing a free favour....but just wondering :p Its just that Doom Ascension models are getting an overhaul and as a result there is loads of model conversions to do and running the Md2 Tool through BAT commands and stuff is tedious.....I so need a drop and drag GUI thingy-mo-bob lol 0 Share this post Link to post
MTrop Posted January 3, 2014 Yeah, sorry. :( I'll see if I can devote some time to it. The main thing would be a batching process of some sort, correct? Like a do-this-thing-to-multiple-things type of process? 0 Share this post Link to post
bcwood16 Posted January 3, 2014 MTrop said:Yeah, sorry. :( I'll see if I can devote some time to it. The main thing would be a batching process of some sort, correct? Like a do-this-thing-to-multiple-things type of process? Not really needing a batch command, can do that with a BAT file if needs be. Often I have many MD2 models that I need to assign a texture to and then move onto the next one. While assigning this texture I would also like to build the gl nodes and ideally assign a skin texture size, though technically thats not too important as I think its ignored anyway. So for example I may have a MD2 model called 'test.md2' and a texture called 'testtex.png' My BAT file would look like this md2tool test.md2 -skin 0 testtex.png md2tool -gl test.md2 So what im after is a window with a few options, im thinking a field were I can simply drag the MD2 file to so the utility knows were the file is located and its name, and another field I can drag the texture name into, this field would only need to know the name, not the location. Then I can press 'OK' and walla done, its runs the commands above using the names in the fields and updates the MD2 file. As extras, if not too hard I would also like to be able to assign a skin size from maybe a selection of skin choices 32 x 32 up to 1024 x 1024. The command for that would be md2tool test.md2 -skinsize 128 128 Having an option to also convert an MD2 model to DMD and reverse may be cool too. Hope that made some sense and not asking too much. 0 Share this post Link to post
plums Posted June 21, 2014 Hi, I was just using texspy and textract again and came across a small nitpicky bug: if there's an FF_START marker, textract expects an FF_END marker as well. Lots of texture packs use FF_START but only single-f F_END, so that vanilla doom can still load those textures without any extra tools. It would make sense for textract to look for F_END if it can't find FF_END I think. 0 Share this post Link to post
MTrop Posted June 21, 2014 plums said:Hi, I was just using texspy and textract again and came across a small nitpicky bug: if there's an FF_START marker, textract expects an FF_END marker as well. Lots of texture packs use FF_START but only single-f F_END, so that vanilla doom can still load those textures without any extra tools. It would make sense for textract to look for F_END if it can't find FF_END I think. Yeah, I found that as well. That should be a pretty quick fix. I'll stick that in the Github issues page. Oh yeah. I forgot to mention that the source code for this stuff is on Github now. I'll amend the first post. 0 Share this post Link to post
plums Posted June 21, 2014 Thanks! I'll use the GitHub issue tracker if I come across any other problems. 0 Share this post Link to post
MTrop Posted July 8, 2014 TEXtract has been updated! This doesn't mean that I'm back on this, though. Still very busy, and I had a free moment. Please note that anything new will require Java 7 or later (aka 1.7). One day this'll probably be 8. Stay up to date! 0.9.7BETA Asymmetrical lump markers used to denote flats and patches are now detectable. Known "Null" textures will always sort first in TEXTURE1, unless the -nulltex switch is specified with a specific name. See the main post. 0 Share this post Link to post
Pure Hellspawn Posted July 12, 2014 how about a utility that takes multiple maps and converts them into one map? so instead of exiting it could teleport you to the next area. memorial comes into mind here. 0 Share this post Link to post
MTrop Posted July 15, 2014 Pure Hellspawn said:how about a utility that takes multiple maps and converts them into one map? so instead of exiting it could teleport you to the next area. memorial comes into mind here. While interesting from a purely academic standpoint, I don't see very much practical use for something like this. In ZDoom, if you treat an episode as a single-cluster hub and give them all the same music, you get the same effect. 0 Share this post Link to post
Fellowzdoomer Posted July 15, 2014 Could you program something in DOS? If so, could you make something that allows you to type doom level names in Doom's style\font? (I mean when it shows the "Finished: <level name>") or does this not count as small? 0 Share this post Link to post
MTrop Posted July 15, 2014 Fellowzdoomer said:Could you program something in DOS? If so, could you make something that allows you to type doom level names in Doom's style\font? (I mean when it shows the "Finished: <level name>") or does this not count as small? I think this might have been suggested before. Pretty doable if it relies on the letter lumps in the IWADs (I haven't added FON2 support to the library yet). Not adding to the list yet until I get more time to actually make an effort for getting back to this. :/ 0 Share this post Link to post