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need help for text and title remplacement

 
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annapuma

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Since: Apr 04, 2005
Posts: 11



(Msg. 1) Posted: Sun Jan 02, 2005 12:29 pm
Post subject: need help for text and title remplacement
Archived from groups: rec>games>computer>doom>editing (more info?)

some one know a tutorial for remplacement the title of the game,the
credits and the name of each map.
also replace the font or the color of the doom font.
or may be a software with exemple.
thanks and good year.

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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 2) Posted: Sun Jan 02, 2005 12:29 pm
Post subject: Re: need help for text and title remplacement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

annapuma wrote:
> some one know a tutorial for remplacement the title of the game,the
> credits and the name of each map.
> also replace the font or the color of the doom font.
> or may be a software with exemple.
> thanks and good year.

Try reading the Unofficial Doom Specs. They are old, but accurate enough
for what you need.

Basically you need to make a few bitmap images for the title and
credits, and use a combination of bitmaps and a Dehacked or BEX patch
for the map names. Changing the color of the Doom font would take some
work, because it is not a font -- it is a group of bitmap images.

--
John Gaughan
http://www.johngaughan.net/
john.TakeThisOut@johngaughan.net

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annapuma

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Since: Apr 04, 2005
Posts: 11



(Msg. 3) Posted: Sun Jan 02, 2005 9:11 pm
Post subject: Re: need help for text and title remplacement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

John Gaughan a écrit :
> annapuma wrote:
>
>> some one know a tutorial for remplacement the title of the game,the
>> credits and the name of each map.
>> also replace the font or the color of the doom font.
>> or may be a software with exemple.
>> thanks and good year.
>
>
> Try reading the Unofficial Doom Specs. They are old, but accurate enough
> for what you need.
>
> Basically you need to make a few bitmap images for the title and
> credits, and use a combination of bitmaps and a Dehacked or BEX patch
> for the map names. Changing the color of the Doom font would take some
> work, because it is not a font -- it is a group of bitmap images.
>

ok
i create new bitmap of the screen between 2 map and i put it in my wad
with deepsea and wintex,this work fine.but for the text of name's map i
create a bitmap with the blue color wich normally invisible but that
doesn't work.deepsea transforme the transparancy color in green Sad

for the intermediate screen,on wintex,i doesn't see it in GFX but with
the others textures.is it normal ? the intermediate screen work in doom
legacy but could it doesn't work with other ports if it does'nt in GFX ?
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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 4) Posted: Sun Jan 02, 2005 9:11 pm
Post subject: Re: need help for text and title remplacement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

annapuma wrote:
> i create new bitmap of the screen between 2 map and i put it in my wad
> with deepsea and wintex,this work fine.but for the text of name's map i
> create a bitmap with the blue color wich normally invisible but that
> doesn't work.deepsea transforme the transparancy color in green Sad

Transparency is done by palette position, not color. You need to make
sure you use the correct palette entry (or color if your editor converts
stuff behind your back). I have no idea how Deapsea works because I do
not use it. I use Yadex, Deutex, and sometimes Doom Builder.

If you use Deutex you can set a command-line option to use whatever
color you want as transparent. It then sets pixels of that color to the
correct palette entry for transparency.

> for the intermediate screen,on wintex,i doesn't see it in GFX but with
> the others textures.is it normal ? the intermediate screen work in doom
> legacy but could it doesn't work with other ports if it does'nt in GFX ?

Different ports may use graphics lumps differently than doom2.exe. I am
not too familiar with Legacy, but I know compatibility is not one of its
goals. It may use different resources than the standard graphics lumps.
Same with ZDoom.

Try reading up on the documentation for whatever ports you want to use.
You may have to write scripts, create special lumps, etc. although the
standard lumps for TITLEPIC and CREDITS should work. At least they did
the last time I changed them in ZDoom and PrBoom.

--
John Gaughan
http://www.johngaughan.net/
john RemoveThis @johngaughan.net
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annapuma

External


Since: Apr 04, 2005
Posts: 11



(Msg. 5) Posted: Mon Jan 03, 2005 12:00 am
Post subject: Re: need help for text and title remplacement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

John Gaughan a écrit :
> annapuma wrote:
>
>> i create new bitmap of the screen between 2 map and i put it in my wad
>> with deepsea and wintex,this work fine.but for the text of name's map
>> i create a bitmap with the blue color wich normally invisible but that
>> doesn't work.deepsea transforme the transparancy color in green Sad
>
>
> Transparency is done by palette position, not color. You need to make
> sure you use the correct palette entry (or color if your editor converts
> stuff behind your back). I have no idea how Deapsea works because I do
> not use it. I use Yadex, Deutex, and sometimes Doom Builder.
>
> If you use Deutex you can set a command-line option to use whatever
> color you want as transparent. It then sets pixels of that color to the
> correct palette entry for transparency.
>
>> for the intermediate screen,on wintex,i doesn't see it in GFX but with
>> the others textures.is it normal ? the intermediate screen work in
>> doom legacy but could it doesn't work with other ports if it does'nt
>> in GFX ?
>
>
> Different ports may use graphics lumps differently than doom2.exe. I am
> not too familiar with Legacy, but I know compatibility is not one of its
> goals. It may use different resources than the standard graphics lumps.
> Same with ZDoom.
>
> Try reading up on the documentation for whatever ports you want to use.
> You may have to write scripts, create special lumps, etc. although the
> standard lumps for TITLEPIC and CREDITS should work. At least they did
> the last time I changed them in ZDoom and PrBoom.
>

ok thanks i will try yadex ^^
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Andre Majorel

External


Since: Apr 10, 2004
Posts: 14



(Msg. 6) Posted: Mon Jan 03, 2005 12:02 am
Post subject: Re: need help for text and title remplacement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-01-02, annapuma <annapuma.TakeThisOut@wanadoo.fr> wrote:
> John Gaughan a écrit :
>> annapuma wrote:
>>
>>> i create new bitmap of the screen between 2 map and i put it in my wad
>>> with deepsea and wintex,this work fine.but for the text of name's map
>>> i create a bitmap with the blue color wich normally invisible but that
>>> doesn't work.deepsea transforme the transparancy color in green Sad
>>
>>
>> Transparency is done by palette position, not color. You need to make
>> sure you use the correct palette entry (or color if your editor converts
>> stuff behind your back). I have no idea how Deapsea works because I do
>> not use it. I use Yadex, Deutex, and sometimes Doom Builder.
>>
>> If you use Deutex you can set a command-line option to use whatever
>> color you want as transparent. It then sets pixels of that color to the
>> correct palette entry for transparency.
>>
>>> for the intermediate screen,on wintex,i doesn't see it in GFX but with
>>> the others textures.is it normal ? the intermediate screen work in
>>> doom legacy but could it doesn't work with other ports if it does'nt
>>> in GFX ?
>>
>>
>> Different ports may use graphics lumps differently than doom2.exe. I am
>> not too familiar with Legacy, but I know compatibility is not one of its
>> goals. It may use different resources than the standard graphics lumps.
>> Same with ZDoom.
>>
>> Try reading up on the documentation for whatever ports you want to use.
>> You may have to write scripts, create special lumps, etc. although the
>> standard lumps for TITLEPIC and CREDITS should work. At least they did
>> the last time I changed them in ZDoom and PrBoom.
>>
>
> ok thanks i will try yadex ^^

Yadex will not help you solve any DeuTex/WinTex-type problems.
It is purely a level editor. (Actually, for historical reasons,
it does have wad manipulation functions, but I would not
recommend doing any serious work with that unless you enjoy
unnecessary pain).

In fact, I don't understand what level editors have to do with
this. Basically, you should be able to 1) create your graphic
files with a bitmap graphics editor, 2) turn them into a
resource wad with DeuTex or WinTex and 3) load the resource wad
into your favourite editor and Doom engine along with the level
wad. Just like daddy did, and grand dad before him.

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
Todos, todos me miran mal
Salvo los ciegos, es natural
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annapuma

External


Since: Apr 04, 2005
Posts: 11



(Msg. 7) Posted: Mon Jan 03, 2005 11:29 am
Post subject: Re: need help for text and title remplacement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Andre Majorel a écrit :
> On 2005-01-02, annapuma <annapuma DeleteThis @wanadoo.fr> wrote:
>
>>John Gaughan a écrit :
>>
>>>annapuma wrote:
>>>
>>>
>>>>i create new bitmap of the screen between 2 map and i put it in my wad
>>>>with deepsea and wintex,this work fine.but for the text of name's map
>>>>i create a bitmap with the blue color wich normally invisible but that
>>>>doesn't work.deepsea transforme the transparancy color in green Sad
>>>
>>>
>>>Transparency is done by palette position, not color. You need to make
>>>sure you use the correct palette entry (or color if your editor converts
>>>stuff behind your back). I have no idea how Deapsea works because I do
>>>not use it. I use Yadex, Deutex, and sometimes Doom Builder.
>>>
>>>If you use Deutex you can set a command-line option to use whatever
>>>color you want as transparent. It then sets pixels of that color to the
>>>correct palette entry for transparency.
>>>
>>>
>>>>for the intermediate screen,on wintex,i doesn't see it in GFX but with
>>>>the others textures.is it normal ? the intermediate screen work in
>>>>doom legacy but could it doesn't work with other ports if it does'nt
>>>>in GFX ?
>>>
>>>
>>>Different ports may use graphics lumps differently than doom2.exe. I am
>>>not too familiar with Legacy, but I know compatibility is not one of its
>>>goals. It may use different resources than the standard graphics lumps.
>>>Same with ZDoom.
>>>
>>>Try reading up on the documentation for whatever ports you want to use.
>>>You may have to write scripts, create special lumps, etc. although the
>>>standard lumps for TITLEPIC and CREDITS should work. At least they did
>>>the last time I changed them in ZDoom and PrBoom.
>>>
>>
>>ok thanks i will try yadex ^^
>
>
> Yadex will not help you solve any DeuTex/WinTex-type problems.
> It is purely a level editor. (Actually, for historical reasons,
> it does have wad manipulation functions, but I would not
> recommend doing any serious work with that unless you enjoy
> unnecessary pain).
>
> In fact, I don't understand what level editors have to do with
> this. Basically, you should be able to 1) create your graphic
> files with a bitmap graphics editor, 2) turn them into a
> resource wad with DeuTex or WinTex and 3) load the resource wad
> into your favourite editor and Doom engine along with the level
> wad. Just like daddy did, and grand dad before him.
>
how doing with wintex ?
i don't understand how doing to put a bitmap in a wad with it.
i think that i must copy the bitmap and put in the wad with "past entry"
but that doesn't work.
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John Gaughan

External


Since: Apr 09, 2004
Posts: 31



(Msg. 8) Posted: Mon Jan 03, 2005 7:52 pm
Post subject: Re: need help for text and title remplacement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

annapuma wrote:
> ok thanks i will try yadex ^^

I think you misunderstood me, as Andre pointed out. You talked about
using Deepsea, a level editor (I think it edits other stuff too, but I
am not sure). I mentioned the editors I use, Yadex included.

However, for graphics manipulation, I primarily use DeuTex. My
development goes something like this:

1. Extract doom2.wad's textures using DeuTex.
2. Edit textures by hand in DeuTex's text files, because WinTex tends to
screw them up. WinTex has more holes than swiss cheese.
3. Create a texture wad using DeuTex.
4. Load texture wad in Yadex, create maps using this texture wad.
5. When done, group the texture and map wads using Yadex.
6. Inspect the final product with WinTex.

As Andre also mentioned, the wad editing (as opposed to level editing)
features of Yadex are relatively primitive. However, it does a fine job
grouping (merging) wad files. I use DeuTex for everything else.

If you are familiar with Make, I suggest you use it for making wads.
While it is designed to automate compiling code, you can use it for wads
and many other tasks.

For example, this is a sample Makefile of mine:
all : map01

map01: map01.wad
cp map01.wad map01.bak.wad
bsp -o map01.wad map01.bak.wad
cp -f map01.wad test.wad

This particular Makefile does not do anything with textures, but I could
just by adding another target with a DeuTex command.

I have this directory mounted as a Samba share, so I just type "make" to
compile it, then double-click an icon on my Windows desktop to run ZDoom
with test.wad, loading it over the network from my Linux box.

See? Doom may be old, but that does not mean I cannot make it more
complicated than it needs to be Smile

--
John Gaughan
http://www.johngaughan.net/
john.TakeThisOut@johngaughan.net
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Andre Majorel

External


Since: Apr 10, 2004
Posts: 14



(Msg. 9) Posted: Mon Jan 03, 2005 9:53 pm
Post subject: Re: need help for text and title remplacement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-01-03, annapuma <annapuma.DeleteThis@wanadoo.fr> wrote:
> Andre Majorel a écrit :
>
>> In fact, I don't understand what level editors have to do with
>> this. Basically, you should be able to 1) create your graphic
>> files with a bitmap graphics editor, 2) turn them into a
>> resource wad with DeuTex or WinTex and 3) load the resource wad
>> into your favourite editor and Doom engine along with the level
>> wad. Just like daddy did, and grand dad before him.
>>
> how doing with wintex ?
> i don't understand how doing to put a bitmap in a wad with it.
> i think that i must copy the bitmap and put in the wad with "past entry"
> but that doesn't work.

Sorry, I'm not familiar with WinTex. With DeuTex, you would

1. create a directory somewhere (C:\MYWAD),

2. create a GRAPHICS subdirectory (C:\MYWAD\GRAPHICS),

3. drop your file in there (for example
C:\MYWAD\GRAPHICS\CWILV00.BMP),

4. create a text file C:\MYWAD\WADINFO.TXT containing this :

[graphics]
cwilv00

5. cd into C:\MYWAD

6. run this command :

deutex -doom2 c:\path\to\doom2 -build wadinfo.txt mywad.wad

This will create a pwad file (C:\MYWAD\MYWAD.WAD) that contains
exactly one lump, CWILV00.

The graphics file CWILV00.BMP must be a simple 256-colour
indexed (a.k.a. palette) BMP. It must not be a "true colour" or
"RGB" BMP. It must not be RLE-encoded. The transparent colour is
(0,47,47) (and not (0,255,255) as it is in WinTex and DeuTex 3.6).

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
Todos, todos me miran mal
Salvo los ciegos, es natural
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annapuma

External


Since: Apr 04, 2005
Posts: 11



(Msg. 10) Posted: Tue Jan 04, 2005 5:55 pm
Post subject: Re: need help for text and title remplacement [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Andre Majorel a écrit :
> On 2005-01-03, annapuma <annapuma.DeleteThis@wanadoo.fr> wrote:
>
>>Andre Majorel a écrit :
>>
>>
>>>In fact, I don't understand what level editors have to do with
>>>this. Basically, you should be able to 1) create your graphic
>>>files with a bitmap graphics editor, 2) turn them into a
>>>resource wad with DeuTex or WinTex and 3) load the resource wad
>>>into your favourite editor and Doom engine along with the level
>>>wad. Just like daddy did, and grand dad before him.
>>>
>>
>>how doing with wintex ?
>>i don't understand how doing to put a bitmap in a wad with it.
>>i think that i must copy the bitmap and put in the wad with "past entry"
>> but that doesn't work.
>
>
> Sorry, I'm not familiar with WinTex. With DeuTex, you would
>
> 1. create a directory somewhere (C:\MYWAD),
>
> 2. create a GRAPHICS subdirectory (C:\MYWAD\GRAPHICS),
>
> 3. drop your file in there (for example
> C:\MYWAD\GRAPHICS\CWILV00.BMP),
>
> 4. create a text file C:\MYWAD\WADINFO.TXT containing this :
>
> [graphics]
> cwilv00
>
> 5. cd into C:\MYWAD
>
> 6. run this command :
>
> deutex -doom2 c:\path\to\doom2 -build wadinfo.txt mywad.wad
>
> This will create a pwad file (C:\MYWAD\MYWAD.WAD) that contains
> exactly one lump, CWILV00.
>
> The graphics file CWILV00.BMP must be a simple 256-colour
> indexed (a.k.a. palette) BMP. It must not be a "true colour" or
> "RGB" BMP. It must not be RLE-encoded. The transparent colour is
> (0,47,47) (and not (0,255,255) as it is in WinTex and DeuTex 3.6).
>

ok thanks you,andre and john Wink
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