Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

graphics_edit

Sign in to follow this  

Sub Category  

17 files

  1. DMTXLS: DooM TeXtures LiSter

    DMTXLS is a command-line utility on Unix and Windows (source code included) to generate cross-reference lists of the wall textures and flats used in levels in DOOM, DOOM ][, Ultimate DOOM, Heretic and Heretic: Shadow of the Serpent Riders. The lists include the number of times each texture is used, in verbose mode the SideDef/Sector numbers where they are used, and in verbose-line mode the LineDefs corresponding to those SideDefs as well. It's a handy little tool for PWAD developers, especially when applying custom textures.

    30 downloads

       (3 reviews)

    Submitted

  2. INKWORKS v1.0 + MIXMAPS

    This archive is the second version of INKWORKS, which was never uploaded to /idgames for some reason. The author added the MIXMAPS tool, associated documentation and another test WAD to the existing INKWORKS tool, which was unmodified. This archive contains the original INKWORKS tool, the MIXMAPS additions and this text file, written by Jonathan Dowland upon upload to the /idgames archive.

    327 downloads

       (12 reviews)

    Submitted

  3. NWT 1.3 source code

    This is the source code to NWT 1.3. It was on the TiC website but that website does not appear to be accessible. The filename was originally "nwt13code.zip"; I (fraggle) have renamed the filename to nwt13src.zip to fit the 8.3 character limit of the idgames repository, and have repacked the file with the filenames in lowercase.

    29 downloads

       (5 reviews)

    Submitted

  4. DOOM PALETTES

    This collection of alternate DooM palettes allows you to play with different colors on the screen. Try it out, it looks cool and weird!

    58 downloads

       (11 reviews)

    Submitted

  5. WinDSE - Doom Skin Editor for Windows v1.0

    WinDSE allows you to create your own skins for any of the creatures appearing in Doom and Doom 2. Further it is possible to edit Doom 2's own creature skins, or to import a bitmap graphic to use as a skin. WinDSE can import a new skin into Doom 2.

    20 downloads

       (1 review)

    Submitted

  6. BMP 2 DRAW

    BMP 2 D(oom)RAW for substituting Doom wall textures.

    9 downloads

       (1 review)

    Submitted

  7. DMGRAPH FE V1.00

    DMGRAPH FE is an interface for Bill Neisius' DMGRAPH. DMGRAPH allowes you to replace or extract a picture from the DOOM.WAD. It also allowed you to view data about the picture in the wad (verboise list). DMGRAPH FE can do everything that DMGRAPH could do, and more. You can now select the picture from a WAD list, you can preview the picture, and you can do all your DOOM graphic editing alot faster. This is freeware, distribute it wherever you like, but all files must be included in the archive.

    8 downloads

       (1 review)

    Submitted

  8. NWTpro 1.4 BETA 1

    The ultimate tool for Doom, Doom II, Heretic, Hexen and Strife.

    Edit WAD files like never before
    Export/Import any kind of resource
    Edit new/old Textures & PNames lists
    Edit WADs: copy, move, create entries
    ...and much, much more...

    40 downloads

       (28 reviews)

    Submitted

  9. palettes.zip

    Palettes for DOOM and Heretic for use in graphics editing, eg. with PSP v3.x. Taken out of DeuTex 3.5 archive and uploaded separately.

    10 downloads

       (3 reviews)

    Submitted

  10. PIC will generate a 'Bad V_DrawPatch' error if the insertion point isn't 0,0; STFGOD0 must be no lar

    DMGRAPH will store graphics into or extract graphics from DOOM WAD and PWAD files, in GIF or PPM formats. Graphic format type is controlled by the filename suffix, or by using the '-T' option on the command line.

    Patch WAD files (PWAD) can be edited the same as WAD files by using the '-f pwad' option on the command line; the PWAD will be created as needed. There are, however, some limitations. Four types of graphics are found in a WAD:

    type 0: miscellaneous type 1: sprite type 2: wall texture type 3: floor texture

    Only graphic types 0 and 2 can be put into a PWAD. Sprites and floor textures, if put into a PWAD, will either be ignored by DOOM, or cause it to abort.

    To remove a graphic from the PWAD, use the '-r' option. For the PWAD to work correctly, the filename must end with .WAD.

    Input graphics should have a resolution of 320x200 or less. To indicate transparent areas in the graphic, draw with Cyan (red:0, green:255, blue:255).

    Placement of the graphic can be adjusted with the '-i' option. When a graphic is extracted, it's current insertion point is stored in the GIF or PPM file. Negative insertion points, used on some graphics, indicate an absolute coordinate from the top-left of the screen.

    Some graphics are sensitive to size or placement. For example, TITLEPIC will generate a 'Bad V_DrawPatch' error if the insertion point isn't 0,0; STFGOD0 must be no larger than 31x31; etc.

    Please be sure to have a backup copy of the original DOOM WAD data.

    Some examples:

    Extract SKY1 graphic in GIF format:

    DMGRPAH SKY1 -e sky1.gif

    Store SKY1 graphic in a PWAD:

    DMGRAPH SKY1 -f graph.wad -s sky1.gif

    6 downloads

       (0 reviews)

    Submitted

  11. 3ds_pal.zip

    There is color palette file doom256.col for Autodesk 3D-studio to be used as custom color palette with keyframer module. It works, excample file of Porsche is included as playable wad (DeuSF needed)

    9 downloads

       (4 reviews)

    Submitted

  12. DoomView Special Edition v3.25

    DoomView SE is a program that will let you take any Doom, Doom II, and Heretic WAD or PWAD view any of the graphics and export them to BMP.

    8 downloads

       (2 reviews)

    Submitted

  13. NewWadTool

    Finally THE all-in-one utility for Doom, Doom II & HERETIC WAD files

    Extract & insert resources as RAW, GIF, PCX, WAV, VOC, MUS & PWAD
    EASY texture & pname editing!
    Play sounds & view any graphics
    WAD-cleaner - Replaces DMADDS/F

    85 downloads

       (73 reviews)

    Submitted

  14. DM ADD Something

    DMADDS is a tool to allow for sprite and flats graphic replacement and replacement distribution by means of PWAD files, without changing the IWAD file.

    The README.EXE of DOOM 1.666 states that "Sprite graphics can now be used in PWADs". This statement is incorrect (which is confirmend by "id"). Sprite replacement as well as replacement of flats (i.e. floors and ceilings) is only possible if *all* sprites and/or flats are included in one WAD file, wether IWAD or PWAD.

    DMADDS 1.1 should work with any version of the registered IWAD file, but there is no way to be sure, as it is impossible to keep track of all those "official" patches. This includes DOOM ][ as well.

    6 downloads

       (0 reviews)

    Submitted

  15. wadgc2.zip

    The file WADGC.ZIP contains working beta source for my tools WADGC and WADLC, acronyms for WAD Graphics Compiler and WAD Level Compiler.

    WADGC takes text files and PPM images as input and creates PWADs with graphic entries (sprites, wall patches, new textures and flats).

    WADLC takes text files as input and creates PWADs with level maps. Node building is not included. IDBSP works great for that. This tool is somewhat less useful than WADGC. I like it, but if you want an interactive interface, this is nothing for you.

    Since flats don't work from PWADs I also hacked a utility to add flats to the main IWAD file, called NEWFLATS. It replaces existing entries and/or adds new ones, creating a new IWAD file.

    Together with DEU or some other tool for manipulating PWADS and concatenating them, WADGC and NEWFLATS provide a way of making completely new graphic environments for Doom. You need a good knowledge of the unofficial Doom specs to do anything useful, but it's quite workable. If you build a new IWAD file with DEU, you might even use DEU to build the levels. I think.

    The tools are distributed as source code, written to compile under Unix. I have tested them only on a Sun workstation, but any Unix environment should do.

    It might take some tweaking to get it to run on a PC. I wouldn't know, since I know nothing more about DOS and PC's than that the bytes are in the wrong order. :-)

    3 downloads

       (0 reviews)

    Submitted

  16. Wacker beta7

    For those of you who are asking what is wacker. It is a Doom utility that allows wad manipulation and creation of NEW textures for the doom environment. You can load and save any graphic object within doom to a BMP file. It has facilities to cross reference textures and patches. A batch mode allows wacker to be run from command line bypassing the graphic front end.

    This release is a bug fix of beta6 with some new functions added, the major reason for release of beta7 is the bug fix:

    3 downloads

       (0 reviews)

    Submitted

  17. ColorMapper V1.0

    This software is a handy tool for interactively creating color maps or spreads (most useful for raytracers).

    3 downloads

       (0 reviews)

    Submitted

Sign in to follow this  
  • File Reviews

    • By DoomShark · Posted
      7.0/10   If you're a UV player just skip to map 25 as previous maps are only good for HMP or lower players.  
    • By Book Lord · Posted
      Stephen Clark, a.k.a. @The Ultimate DooMer, is one of the key figures of the Doom community in the early 21st century, an author that is best known for his important ZDoom contributions and for amazing creations in the worlds of Heretic and Hexen. I had no chance to examine his extensive body of work, but his Boom-compatible entries in the Community Chest series allowed me to experience his technical competence and design habits. When the DWMC chose his first vanilla megaWAD for March 2023, I approached it with a mix of curiosity and concern.   Fragport was Clark’s debut on idgames, and it was no humble beginning. Not only it was a full 32-map replacement, but it also included custom sounds, additional textures of practical purpose (most notably the revolutionary ALPHABET used to write signs and marks in maps) and sector tricks that must have been innovative for their time. Another exclusive feature was the seamless progression between levels: the starting zone of the next map was always seen before hitting the exit line or switch, and in the same fashion the player could turn around from the start and get a glimpse on previously traversed areas. Surely it was an expedient to break maps that were too large for the vanilla engine, but it also improved immersion and storytelling.   The player impersonates the top marine Jody Russell, sent to the remote city of Fragport to investigate after communications with the local military bunker suddenly ceased. His ‘call sign is 'Kill Crazy' because (he) kill(s) like crazy and love(s) every minute of it’, so he was the best choice for a dangerous mission into the unknown. The protagonist is shot down by demonic alien invaders, is captured and moved to a desert prison, presumably for execution. He escapes instead and begins a long trek through the brown stone mines and wastelands surrounding Durncrag town. He leaves with a motorboat and manages to sink an ironclad ship carrying monster reinforcements. After a detour on a remote island, Jody crashes his second boat on barren shores and slowly approaches the military installation, disarming the demon-operated defence system and then navigating the sewers into Fragport. Fighting from district to district, he discovers that the invasion started on an artificial moon hosting a tech city, which he promptly reaches by boarding on a spaceship. He resists the assaults of the hellspawn and their vicious traps, until he finds the reactor core and blows it up. He barely escapes the moon and returns to Earth to be celebrated as a hero.   I could not omit a plot summary when presenting Fragport, since the unfolding story and the adventures of Kill Crazy were a prominent feature. A lot of effort has been put in creating a plausible journey, building varied places to explore, and providing realistic connections between them. I admire The Ultimate Doomer for the method, the rigor, and the creativity he put in his Doom efforts: the progression in his maps tends to be a little obscure, but ultimately it becomes clear thanks to the visual hints, achieved by writings and colour codes. Nevertheless, Fragport could not cancel my bias against his lack of restraint. Sometimes he could not realise that too much was too much, and that a stale part of a level could act like a ball and chain.   The megaWAD had a few exciting combat moments and an outstanding construction for 2001, but for the most part its gameplay was grindy and repetitive. Despite a brown palette dominating 20 consecutive maps, there was enough variety in the environments and nice Doomcute props to make the exploration interesting, but when I reached MAP13 I was sick and tired of searching for three keys in every level. The mechanic stayed firmly in place until the end, with coloured switches being added to string out the progression even more. Maps tended to last 18 minutes on average for less than 10 hours of total completion time, placing Fragport in the vanilla age that preceded the sprawling limit-removing creations of the following years.   I played continuous on Ultra-Violence, with savegames mid-level (not during encounters to cheat the RNG or to facilitate anything), and I spared myself the ammo deprivation issues reported by pistol starting DWMC members. Still, I found myself nearly out of ammo at the end of MAP24, and levels like MAP30 did not accommodate for a wasteful behaviour. Besides a resource distribution favouring continuous play, the difficulty seemed rather flat throughout the megaWAD, with only a few harsh monster deployments taking place in the third episode. I felt more challenged by the exploration and the occasional puzzles, especially on MAP29-30 and during the unconventional trial that was MAP32.   The author invested all his skill in the super-secret level, based upon a British gameshow and reproducing both its challenges and settings with the Doom engine. It must be noted that Stephen remade this map for GZDoom in 2016, inspired by “The Crystal Maze” new live attraction in London, and that it counts as his last submission to idgames. This meticulous undertaking perfectly represents The Ultimate Doomer as a mapper, showing his pros and cons, and it aptly stands as the current alpha and omega of his successful career. If the secret levels were worth seeing, and their uncovering process on MAP15 was one of the nicest moments in Fragport, the standard secret compartments seemed casually placed. The statement ‘for those of you who like secrets, there are at least 3 in each level’ confirms they have been added just for completeness, and it surprised me that some were nearly mandatory in the later maps.   The original megaWAD used stock music, but I chose to play it with FragportMidiPack_v1.0, released for the 20th anniversary. The compilation included popular songs, mostly rock and heavy metal music that predates Fragport’s release, with only a few tracks being an exception. I do not mind the soundtrack very much, except when it feels created exactly for the maps, but I generally enjoyed @P41R47’s choices. They usually matched the pacing of the map or had a thematic connection with the environment that got a smile out of me.   Fragport was a bold experiment in 2001, an attempt at bringing Doom on the same level of more advanced games like Quake 2 and Half-Life. Stephen Clark compensated for the engine shortcomings with his own creative solutions, bringing a huge one-man project to completion where most people would have given up. A 32-map megaWAD is an exhausting effort for a single author though, as confirmed by the lack of fresh ideas in some parts of the second and third episode. In retrospect, the boxy level design, the monotone texturing of large areas, the repetitive mechanics, and the copy-pasted encounters caused the experience to become less and less engaging as Jody Russell progressed towards his objective. This should not discourage vanilla enthusiasts from giving Fragport a try, since there are small wonders to be seen in addition to the highlights listed below. A super-solid first submission from a staple of the Doom community, after more than 20 years it shows its age and limits but also the power of method and resolve, two qualities that The Ultimate Doomer possesses aplenty.   Best maps: MAP 11 – Military Bunker MAP 13 – Pipe Factory MAP 15 – Freight Depot MAP 23 – Monad   Other standout maps: MAP 01 – Desert Prison MAP 19 – Dockside MAP 22 – Tech City MAP 28 – Sub-Level 05   Special mentions map: MAP 32 – The Crystal Maze   Detailed commentary of each map can be found in the March 2023 DWMC thread.
    • By RonLivingston · Posted
      One problem about this, is when I played those 2 levels speaking of stupid and blue radishes with herpes is it caused massive lag to my computer, and the secret exit in omg counterstrike leads back to level 36 instead of going to the 4 or 5 portals.
    • By Osmosis Bones · Posted
      This is ridiculous, everyone knows sex isn't real!
    • By DELTA256 · Posted
      I took a little looskie at the mod just now and the only two things that I hate are the fact that the porn in hand is low-les, and also that there is no cuntboy dragon bdsm hentai. A sarcastic 5 stars, In reality, probably 0.000000000000000000000001 out of 5 stars...     Pretty sure I can do a better porn-themed graphics replacement... CUM to think of it, I fucking will >:D
×