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TUTORIAL WINTEX

In the Wintex (3.4) directory you will find a file named wadinfo.txt. This is where
all the information about your wad is stored. Since you are starting a new wad,
you should either rename it or delete it.
The first time you click SAVE in one of the editing windows a new wadinfo.txt will
be created.

Start Wintex 3.4.

1.1 Adding the Sprites


I will assume that you have already created your sprite graphics using your
favourite graphics program such as Paint Shop Pro v 3.12, which can be
downloaded from the Tools section. With the sprite graphics finished, we can add
them to our pwad.

To add sprites to your wad


(and you will need to if you
want to make skins), You
will need to go to Wintexs
sprite editing window. Click
on Edit in the menu bar of
Wintexs main window and
choose Sprites. This will
open the sprite editing
window.

At the bottom of the sprite editing window is an entry window


Click to open up the window. Scroll down and select ???????? = Any sprite.
Click on the the question marks to bring up the cursor, then type your sprite name
over them (using the format described in Sprite Basics) like so..

If your sprite name does not use all eight spaces, type spaces over the remaining
question marks.

Now press the Add button , then locate your previously created sprite
graphic, select it and click Okay. Wintex 3.4 Will make a copy of the graphic in
its sprites sub directory and display it in the sprite editing window. The name of
the sprite, its x and y offsets, and the name of the name of the original graphics file
will appear in a box below the window displaying the graphic itself.

The sprite starts out with a sprite offset of 0,0. We will have to change this,
because DooM draws the sprite on screen in relation to the spot on the ground
where the sprite stands (Legacy too). With an offset of 0,0 your sprite will appear
to be shifted to the right and buried in the ground!

In the upper right hand corner of the sprite editing


window you will find the controls for adjusting the
sprite offsets. You can adjust the offsets using the two
scroll bars here. Wintex displays a pair of cross hairs
indicating the ground spot to help you.

As a short cut, you can see four radio buttons that will
position the sprite according to what it is supposed to
represent. Click on Creature Walking to put the
sprite in approximately the position of a walking
humanoid. You can then fine tune the positioning with
the scroll bars.

When you have positioned the sprite where you want


it, press for the change to take effect.

Press the Save button to save the information to wadinfo.txt.

You may now repeat this procedure for each of the remaining sprite graphics you
intend to use for your skin.

You will need to replace the sprite graphics for all the phases of the player sprite,
or Legacy will become very angry with you at run time. Here are the different
phases (frames) used by the player:

Phases A D Players walking sequence (4 frames).

The Player taking aim with the pistol, shotgun,


DB shotgun, chaingun, rocket launcher, or the
Phase E BFG.
...This frame also represents...
The Player throwing a punch, using the
chainsaw, or firing the plasma gun.

The Player firing his weapon.


Phase F (This phase is not used for punching, chainsawing, or
firing the plasma gun.)

Phase G The player in pain from being injured.

The players normal death sequence (7


Phases H N
frames).

The playerss exploding death sequence (9


Phases O W
frames).

The minimum number of sprites required for a skin is 23 (if you use only zero
angle sprites). The maximum number of sprites is 184 (if you use 8 angles for all
phases). The actual number of sprites you will use will be somewhere in-between.
The number of player sprites in the original DooM, for example, is 51.

When you have finished adding all of your sprite graphics, click to save
all your sprite information to wadinfo.txt, then click to exit the sprite
editing window and return to Wintexs main window.

:.1.2 Adding the Statis Bar Face::


Although it is not necessary to change the face in the statis
bar when you make your skin, you may want to consider
doing so. It is much more fun for the player to be able to see
the face of your new character at the bottom of the screen. If
the player is using a skin that looks like Lara Croft, for
example (Mmmmm! Lara Croft! ), it can be quite a disappointment
if he looks down and sees the burly face of the DooM space
marine in the statis bar instead. When playing Lara Croft,
what the player really wants to see in his statis bar is Lara
Croft (Mmmmm! Lara Croft! )!

Before we get started, I had better warn you of exactly what


you are getting in to. There are 43 separate graphics used by
Legacy to represent the players face (including the
background behind his head). You must create replacement
graphics for all of these statis bar graphics. If you dont,
Legacy will either refuse to load your skin, or will quit with
the following error:

Below is a chart showing the different versions of the statis


bar face which are required. xxx represents the three letter
name you must choose for your statis bar face. The marine, or
character you replace him with, has eight different moves.
Each move is depicted in one of five different states of
health. In addition, there are three more graphics required.
These include the dead version of the marine, the marine in
God mode, and the background that appears behind the
marines head.

Marine Marine Marine Staring Marine Marine


Grrrr! Surprise! Heh! Heh! Heh!
Looking Left Glancing Left Straight Ahead Glancing Right Looking Right

xxxtl00 xxxst02 xxxst01 xxxst00 xxxtr00 xxxkill0 xxxouch0 xxxevl0

xxxtl10 xxxst12 xxxst11 xxxst10 xxxtr10 xxxkill1 xxxouch1 xxxevl1

xxxtl20 xxxst22 xxxst21 xxxst20 xxxtr20 xxxkill2 xxxouch2 xxxevl2


xxxtl30 xxxst32 xxxst31 xxxst30 xxxtr30 xxxkill3 xxxouch3 xxxevl3

xxxtl40 xxxst42 xxxst41 xxxst40 xxxtr40 xxxkill4 xxxouch4 xxxevl4


Additional graphics required:
Marine Background God Mode Dead

xxxb0 xxxgod0 xxxdead0

The background (xxxb0) will usually be just a copy of the stfb0 graphic from your
existing DooM IWAD. All it is is a dark green background that will show your
currently selected skin colour while you are playing.

Like the sprite graphics, transparent areas of the statis bar face should be painted
cyan (Colour 247 on the DooM palette).

Now that you know what you are up against, it is time to create our wonderful
mug. If you havent done so yet, go make some faces in Paint Shop Pro, you fool!
(If you do not have a copy of Paint Shop Pro, you can download it from the Tools
section.) I recommend that you extract a copy of the existing marine face using
Wintex (also in the Tools section) or New Wad Tools, as a guide for the size of your
new face.

So, have you got your face graphics ready?

Great.

Now lets add some faces to our wad.

To add the statis bar face to


your wad, you need to go the
the graphics editing window.
Click on Edit in the menu
bar of Wintexs main
window and choose
Graphics. This will open
the graphics editing window.

You will find that the graphics editing window is similar to the
sprites editing window.
At the bottom of the graphics editing window is an entry
window.

Click to open the window. Scroll down and select ????????


= New Graphic. Click on the question marks to bring up the
cursor, then type in the name of your statis bar graphic,
based on the system described above.

If the name has fewer than eight characters, type spaces over
the remaining question marks.

Click , then locate the statis bar graphic you created


earlier. Select the graphic, and click . Wintex 3.4 will
make a copy of this graphic in its graphics subdirectory, and
display it in the graphics editing window.

The graphic starts out with an offset of 0, 0. We will have


to change this. In the upper right hand corner of the
editing window you will find the controls for adjusting the
graphics offsets.

If your new statis bar face is the same size


as the original DooM marine face, use the
two scroll bars to set your X offset to -5 and
your Y offset to -2. Adjust accordingly if
your graphic is larger or smaller than the
original marine face. The background
graphic (xxxb0) does not require an offset if
it is the same size as the original (stfb0).
Click for your changes to take
effect.

Click to save the information to


wadinfo.txt.

Repeat this procedure for each of the rest of the statis bar
face graphics.

Make sure you have clicked on before quitting the


graphics editing window, to make sure that all of you changes
have been saved to wadinfo.txt. Then you may click
to exit to Wintexs main window.

Here are a couple of little notes about the background for the
face: As I mentioned before, the background will usually be just a copy
of the green stfb0 background graphic from your existing DooM IWAD. If you are
clever, however, you may want to change this background in order to enhance the
look of your statis bar face. In his Warblock skin, for example, Smithdawg drew
the warblocks face in green on the background, and only used the eyes, mouth,
and wounds as foreground elements. In the game, Warblocks face appears in the
players chosen colour.

I have not tried this myself, but it may also be possible to to change the
background to something more unusual, like a demons maw, which the player
looks out of, or even enlarge the background so that your skin creates its own
custom statis bar! (If you try this and it works, please let me know. )

If you are just starting with changing the statis bar graphics, I would recommend
that you not try these tricks until you have at least made a couple of faces in the
usual manner first.

::1.3 Adding Sounds::


Sigh.

Here is where it gets tricky.

While the sprite editing window allows you to choose ???????? = Any sprite, and
the graphics editing window allows you to choose ???????? = New Graphic, the
sound editing window does not have a ???????? = New Sound. The only names
you are allowed to choose are the ones that already exist in DooM. That is not very
useful.
So what are we going to do?

We could try adding our sounds in Wintex 4.2, but it appears that Wintex 4.2 is
just as grudging about adding new sound names. Strike one.

We could assign our new sounds to the existing player sounds, but that would
change the sounds for the normal player, not just for our skin. Strike two.

We could assign our new sounds to the sounds used by some of the monsters.
Although it would work, I dont think players would appreciate the monsters using
strange and inapropriate sounds (i.e. the Trooper clucking, or the Cyberdemons
foot going Argh! You got me! instead of thump). Damn. Strike three.

It looks like there is only one thing for us to docheat!

As I have already mentioned, Wintex 3.4 stores all of the information for building
your pwad in a text file named wadinfo.txt. Like any text file, wadinfo.txt can be
edited. Wintexs sound editing window may not let us add sounds with new
names, but that doesn't mean that we cant add them. We will just have to do it
manually.

WARNING!
Danger Will Robinson!

You are about to meddle with wadinfo.txt.

If you are not careful, you can foul up the file and ruin all of the wonderful work
you have achieved so far.

If you screw up, I will not be held responsible for the consequences of your
boobery.
Dont come crying to me.

You have been warned.

If you are concerned about possible screw ups, then you can make a back up of
wadinfo.txt just in case. If you are stupid like I am, you can just dive right in and
get to work.

Return to Wintexs main window if you haven't done so already. Just below the
centre of the window is a section marked working directory. In the lower portion
of it there is a window labeled Wad Informations.
Click on . Wintex automatically launch a text editor with wadinfo.txt. If
it doesnt, dont panic. You can just open your favourite text editor and load it in.

Scroll down until you find the line [SOUNDS]. If [SOUNDS] does not exist yet,
scroll down to the bottom of the document and type it in yourself.

Now type in the names of your new sounds. The first two characters must be
DS. There is a maximum of eight characters. Follow the sound names with the
equal sign and then the name of each of the sound files you are using. Do not
include the .wav extension.

Note: The .wav files you are using do not have to have the same name as you are
using in your wad.

When you are finished, save the file and exit.

When Wintex 3.4 builds the .wad file, it looks for the sound files in its Sounds
subdirectory. In order for your sounds to be included in the pwad, you must copy
your .wav files into the Wintexs Sounds subdirectory. If you are running Wintex
3.4 for the first time, you may have to create the directory in order to do this.
Return to Wintex 3.4.

Go to the sounds editing


window by clicking on Edit
in the menu bar of Wintexs
main window and and
choosing Sounds.

If you have done everything correctly, you should see the names of all your sounds,
and the names of all your .wav files listed in the centre window.

Double click on each of the sounds. If you have copied the .wav files into the
Sounds subdirectory, Wintex will play the sounds for you.

Now return to Wintexs main window.

1.4 Adding the S_SKINxx Lump


This is the most important part. Without S_SKIN the pwad will not work as a
skin. Fortunately, it is not all that difficult to do.

The lump itself can be created with any text editor (i.e. notepad). Just remember
to follow the format outlined in The DooM Legacy Skin Specs by Dennis Fabrice.
It is highly recommended that you add comments at the beginning your lump
relating as much information about your skin as possible. This is in case the
readme file you include with your skin is lost.

Try to include the following information in your lump if at all possible:

1.) Your name (or web handle at least).

2.) Your e-mail address, or other contact information.

3.) The date your skin was completed. If you have


just updated your skin, you should include the date of
the update as well. This is so your adoring public will
know if they have the most recent version of your skin.

4.) If your skin is a conversion of somebody elses


graphics (i.e. one of the aliens from Aliens TC), be
sure to give credit to the original author (in the case of
an alien from Aliens TC, the credit would belong to
Justin Fisher).

Once you have finished composing your lump, save it as a text file with .lmp as the
extension.
Return to Wintex 3.4.
To add the S_SKINxx lump
to your wad, you need to go
the the lumps editing
window. Click on Edit in the
menu bar of Wintexs main
window and choose Lumps.
This will open the lumps
editing window.

At the bottom of the Edit Lumps window you should find a small input window
with HELP written in it. Pop the window open by pressing the down arrow
button then scroll down to the very bottom of the list. Choose ???????? = Any
lump.

Type S_SKINxx over top of the question marks. (xx represents two optional
characters you may add to S_SKIN in order to keep track of which skin the lump
is for. Legacy actually ignors these two characters, so you can type any two
characters you like.) Remember to type over all of the question marks.
Click then locate and select the .lmp file you made earlier. Click
on to save your changes to wadinfo.txt then click to return
to the main window.

1.5 Building the .wad File


You should now be in Wintexs main window. If not, just click to exit
the editing window you are currently in.
At the bottom of the main window you will find a section marked WAD to build or
modify.

Click . Wintex will ask you to give it the name of your new .wad file.
Select the directory you want and type in the name you want for your file (8
characters), then click to return to the main window.

Click in the main window. Wintex will now build your .wad file. If a
file already exists by the name you have chosen, Wintex will prompt you to make
sure you dont accidentally delete a file you want to keep.

If everything has gone according to plan, you should now have a pwad containing
all of your sprites, sounds (if any), statis bar graphics (if any), and your S_SKINxx
lump.

So far. So good.
Unfortunately, this file will not be able to work as a skin. This is due to the way the
file is arranged internally. Sadly, Wintex 3.4 is unable to change this internal
arrangement. In order to get our skin file working, we must close Wintex 3.4, and
finish our pwad using its newer sibbling, Wintex 4.2.

Assuming you have followed the instructions from part I, you should now had a
.wad file that contains all of your graphics, sprites, and sounds, and the all
important S_SKINxx lump. Unfortunately, the little bugger just doesnt work.
Wintex 3.4 does not know that S_SKINxx is supposed to be the last entry before
your skin sprites in order for the skin to work. If you run Legacy with this file as it
is, all you will get from Legacy is a rude message.

Obviously, we will have to rearrange the entries within the pwad in order for it to
comply with Legacys needs. This task if far beyond the capabilities of Wintex 3.4.
If you havent done so already, please close Wintex 3.4 now.

Open Wintex 4.2.

In the window labelled PWAD to examine or modify, locate the .wad file you
created Wintex 3.4.

Select the file and click . This will open Wintex 4.2s entries window.
As you can see, the S_SKIN lump (in this case S_SKINET) is in the wrong place. It
has to be directly before the first sprite (ETTNA1).

If you only included player sprites in your .wad file (no sounds or statis bar
graphics), your S_SKINxx lump and your sprites will be separated by only one
entrySS_START. SS_START is a sprite marker that Wintex 3.4 automatically
includes in its .wad files. It has a companion marker, SS_END, which appears at
the end of the sprite list. These markers are required by DooM. Legacy, however,
does not require them. This means that it is okay to delete them. Click on
SS_START to select it, then press the delete key. Scroll down and select SS_END
and delete it too.

The procedure is slightly more complicated if you have included sounds or statis
bar graphics, but not difficult. All you have to do is move S_SKINxx so that it is
just in front of SS_START.
From the menu bar click Edit and choose Cut entries. This will remove S_SKINxx
from the wad and store it on the clipboard.

Now select the entry just before SS_START. Click Edit and then choose Paste
entries. S_SKINxx will appear just before it.

I know what you are thinking. If S_SKINxx appears before the entry you
selected when you paste it, why not select SS_START, or the first sprite in the
list? It is a logical assumption. Unfortunately, Wintex 4.2 does not like having
sprites mixed with other entries. If you select SS_START and try to paste there, or
if you try to paste somewhere in the sprite list, Wintex will paste S_SKINxx at the
end of the sprite list instead. Even if you have already deleted SS_START, Wintex
will still paste S_SKINxx at the end of the sprite list.

Thats okay. Just cut and paste the other entry so that it is out of the way.

Now delete SS_START and SS_END as you did before. Save the .wad file and then
quit.
Exit Wintex 4.2.

All you have to do now is fire up Legacy, following the instructions outlined in
How to Use Skins With Legacy, check out the skin to see if it works, and then go
blast your friends.

Enjoy.

Note: If you like, you can submit your skin to the Epidermis Emporium. This will
make it available for use by users from all over the net. New skins are always
welcome at the emporium. Your 15 minutes of fame will be assured. For
information of where to send your skin, and the rules for submission, click here.

If you are having difficulties with your skin, read The Skin Trouble Shooting FAQ.
It contains a list of the most common skin making problems, and their solutions.

Before you can create your own skins for Legacy,


you must know about how to make sprites. Here is
a quick primer.

Naming Format:
All sprite graphics in DooM, DooM II, Strife, Heretic,
and Hexen follow the same naming format. Here it
is:

NameX#Y#

Name is a four letter name used for all sprite


graphics in a sprite family. The name used by all
the player sprite graphics is PLAY, for example.

X is a letter that identifies the current moving


phase represented by the sprite graphic. Here is
an example showing the phases used by the player
when he walks:
PLAYA1 PLAYB1 PLAYC1 PLAYD1

# is the viewing angle from which the sprite


graphic is meant to be seen. There are eight
different viewing angles used by DooM. They are
arranged in 45 increments.

There is also a special angle, angle 0 (a note on


that shortly).

Y and #(optional). This second phase and viewing


angle tell DooM that the sprite graphic is also to be
used for phase Y and viewing angle #, and that it
will be mirrored when drawn on screen.

This is used by DooM as a way of cutting down the


number of sprite graphics that need to be drawn.

id, for example, only created marine sprite


graphics for angles 1, 2, 3, 4, and 5. There are no
marine sprite graphics for angle 6, 7, or 8. In order
to allow the marine to be seen from all angles, the
second phase and angle are used so that the sprite
graphics for angles 2, 3, and 4 will be mirrored and
used for angles 6, 7, and 8.
PLAYA4A6 PLAYA3A7 PLAYA2A8
PLAYA1 PLAYA2A8 PLAYA3A7 PLAYA4A6 PLAYA5
(mirrored) (mirrored) (mirrored)

In this manner, the DooM marine only requires 20 sprite graphics


for his walking sequence, instead of 32.

Angle 0
In addition to the eight regular angles mentioned above, there is one special
angle, angle 0. A sprite graphic marked with an angle of 0 will always be
displayed from the same view, regardless of which way it is facing. Dead bodies,
and all other stationary objects in DooM use angle 0.

Why have a sprite that always faces the same way?

There are two reasons for this:

The first reason is simply that it is a lot easier to create one sprite
drawing, than it is to create eight. The existing DooM marine
uses angle 0 for his death sequence and his exploding death
sequence. This cuts the number of sprite drawings he uses
down considerably.

The second reason for having angle 0 is that the 45 turning


increments used by DooM are too coarse to look effective on
stationary objects in the game. As the player moves around an
object, it will appear to keep the same pose for a full 45, then
suddenly jump to a new angle. This is very jarring to look at.
Imagine what it would be like if all of the scenery objects in the
game jumped around like this. It wouldnt be very much fun. It
would be very distracting. 0 angle sprites dont jump between
views, and tend to look much better in the game.

Note: If you use angle 0 for the angle of your current sprite phase, you can not
use sprite graphics with other angles for the same phase. You may use either the
eight angles, or you can use angle 0, but you may not use them together.
(DooM gets really ticked off if you do.)

Transparent Areas:
This may seem really basic to those of you who
already know, but in case you dont, I should point
out that the areas you wish to be transparent in
your sprite graphics must be painted entirely in
cyan (Colour 247 on the DooM palette).

X and Y Offsets:
There is one more thing you must remember when
adding sprites to a wad; an x and y offset must be
provided for each and every sprite graphic you add.

DooM draws all of its sprite graphics in relation to


the ground spot on which the
creature/player/object is standing. The x and y
offsets adjust the position of the sprite graphic so
that it displays correctly in relation to this ground
spot. Without the x and y offsets, your sprite
graphic will be drawn with its upper left hand
corner at the ground spot, and the sprite will
appear to be burried in the floor!

Whoops!

Below is a shot of the wad editing screen in Wintex


4.2. In the upper right hand corner is a pair of
slider bars to help position the sprite graphic. A
black cross hair indicates the position on the
ground spot.
You will notice that the graphic is intentionally set
slightly lower than the ground spot. This is to
ensure that the sprite appears to be firmly planted
on the ground, and not floating just above it.

Thats it for sprite editing basics. Pretty easy, eh?


I hope this gets you up and running on your sprite
editing projects.

Graphics tips and tricks


This page will outline how to change the various graphics of DOOM.
Note that this only includes title screens, intermission screens, menu
graphics, status bars, and such. All tutorials by Rellik_jmd.

If when reading these, you find what you know to be an error, send
mail to us at DER.

CONTENTS:

1. Replacing DOOM or DOOM2 Graphics with Wintex


Using Wintex:
Replacing the graphics in the DOOM series of games is very simple.
So that you don't have to worry about image sizes or having the
correct pallette etc, just download Wintex and rip the original graphics
out of the game. You can get Wintex here. Install Wintex, then start it
up.
At the top where it says Main IWAD file click the type of game you'll
be working with and locate your main IWAD file. Now to change the
TITLEPIC which is the big graphic that fills the screen when the game
first starts, double click the DOOM or DOOM2.WAD file in the PWAD
to examine or modify box. That will open up a window that looks
like this:

Now click the button in the bottom row that reads GFX and all the
images that are classified as game graphics will be listed. Clicking
once on an entry listed on the left side will bring it up in the big right
side window so you can see exactly what graphic you've selected like
this:
There's our TITLEPIC, lets get it out so we can work on it. With it
selected like in the above picture, go to EDIT, then hit Save entry to
file. Now save it where ever you want, modify the bitmap file with
whatever paint program you choose and save it again. You don't even
need to save it as titlepic.bmp if you don't want.
Okay, now you've edited it to your liking, how do you get it to show
up in the game?
Open up Wintex again, and click FILE, then NEW WAD. After you
enter a name for your new wad it'll automatically open. there will be
nothing listed in the left side menu because it is an empty file. Click
the GFX button in the bottom row to switch it to Graphics mode. Now
it'll ask you for the name of the new graphic, type in "TITLEPIC" or
select it from the drop down box. Under the drop down box it should
now say "Entry replaces an entry in IWAD", that's what we want. Now
select the bitmap you made to replace the original titlepic and you're
done!
Now save the wad and go load up DOOM to see your handy work. This
procedure will work with any graphic in the IWAD file.

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