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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.

    6 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.

    15 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.

    7 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!

    13 downloads

       (10 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.

    6 downloads

       (1 review)

    Submitted

  6. BMP 2 DRAW

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

    6 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.

    3 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...

    34 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.

    7 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

    3 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)

    7 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.

    5 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

    76 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.

    2 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. :-)

    2 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:

    2 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).

    2 downloads

       (0 reviews)

    Submitted

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  • File Reviews

    • By Summer Deep · Posted
      Played on UV, continuous, GLBoom+   This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....   Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.   Definitely looking forward to checking out ConC.E.R.Ned by the same author.
    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
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