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Filenames
coke.wad
Size
113.4 KB
MD5
35c14ea92550017f60e9b7447bedbbb3
SHA-1
40ff4ef10b2f6c815d3bd2194ac556be49a29516
WAD Type
PWAD
IWAD
UNKNOWN
Engine
UNKNOWN
Maps
1
 
E1M1

How coke.wad was produced

Credits:
Lee Witek     : For the bitmaps of the coke machine. (Also REJECT)
Keith Wilkins : The hack of E1M1


COKE.WAD was produced with the following tools:

DEU 5.21 (Thanks to Rapheal Quinet et Al.)
WACKER V1.0



Step1
-----

Develop your bitmaps.


Step2
-----

Load WACKER and then load in all of your new patches:

For Wacker to recognise patches when loading a PWAD they must
be enclosed in P_START P_END markers

CREATE mygfx
CREATE mygfx p_start
CREATE mygfx p_end

LPB myfgx coke01 front.bmp
LPB mygfx coke02 back.bmp
LPB mygfx coke03 side.bmp
MOVE mygfx p_end coke03

The move command makes sure that the patches are within the markers
as when you load a new patch it is always tagged onto the end of a
WAD.

Step3
-----

Create your new textures:

CREATE texture coke_fr 128 128
CREATE texture coke_bk 128 128
CREATE texture coke_sd 64 128

Note: You MUST repeat MUST make sure the width of your new texture
      is binary power of 2 otherwise DooM will screw-up the drawing
      of the new texture. 2,4,8,16,32,64,128,256

Now make the textures with the drag and drop. 

DISP coke01
DISP coke_fr

Now pickup the front panel of the machine by holding down the mouse
button and drag it over to the white box. Position it in the top
left of the box and drop by releasing the mouse button. Hint You can
use the cursor keys to give fine control over positioning whilst the
mouse button is held down.

Now do the same for COKE_BK and COKE_SD

The WEL_DOOM and WEL_WACK textures were craeated in a similar
manner except that all of the bitmaps already exist within 
the DOOM IWAD. You can pick and drop and bitmap from any of
the patch galleries (SPRITE,PATCH,GRAPHIC) the alphabet used
in both of the above can be found towards the end of the GRAPHIC
gallery.

If you load up the mygfx.wad already created you can see two new
textures created out of the existing graphics within doom including
graffiti on walls. Try


LDW test mygfx.wad
DISP WEL_WACK
DISP WEL_DOOM

You can use any graphic including sprites & objects in a texture.




Step4
-----

Saving out your new textures. To trigger wacker to make PNAMES
TEXTURE1 and TEXTURE1 which are reauired for new textures you
must make sure that the PNAMES entry exists in the PWAD:

CREATE mygfx PNAMES

Because of a bugette in deu a 64 chunk of data must be appended
to the end of the gfx pwad.

LOR mygfx deufix deufix.bin

Finally save out the gfx. 

SDW mygfx mygfx.wad



Step5
-----

Exit wacker and loadup deu. From the start menu read in
mygfx.wad to patch the texture texture list.

r mygfx.wad

The edit the level normally and save. Use the normal sidedef
editor to incorporate you new graphics into the level and
save out when finished.

Save to mylevel.wad

This will ONLY save the Level, the new textures must be
either re-incorporated into the level (step 6). OR you can
load 2 pwads into doom (level & gfx)



Step6 (Optional merge of gfx & level)
-----

To produce the final level load up wacker again and load your
textures in:

LDW mygfx mygfx.wad

Merge the level

LDW mylevel mylevel.wad
MCOPY mygfx mylevel        - Multiple copy from mygfx to mylevel

It is also useful in terms of space to delete the deufix
object at this point. As it is no longer required.

DEL mylevel deufix

Finally save out

SDW mylevel finallvl.wad



E1M1

E1M1

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