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    Methods to create resource WADs

    Scheduled Pinned Locked Moved Mapping and Modding
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    • kvsariK Offline
      kvsari
      last edited by

      I would like to know of other peoples methods for creating resource WADs. My main mapping experience has been participating in community projects such as the DBP's (and one here) and releasing one short 3 map WAD myself. While working on my simple 3 map WAD (Spawn Cell), I had great trouble putting everything together in Slade. What I envision is to make a resource pack for myself with all the textures I'll need, custom DeHackEd stuff and then carry out the mapping.

      So for making resource WADs, how do you go about it? Do you use DoomTools, do you bash everything together in Slade, do you use DEH9000 or edit the DeHackEd by hand? I'm not so much asking about which graphical editing tools you use (althought I am interested to hear about it), but which methods/tools are used for organizing and building the resource WAD once all graphics, sprites and sounds have been found or created.

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      • JadingTsunamiJ Offline
        JadingTsunami
        last edited by

        SLADE, copy/paste, "add to TEXTUREx" using the right-click menu. Rename from there, usually I try to group things using some kind of simple system, using a leading number or prefix.

        Sprites and flats obviously are much easier; just paste them in and rename.

        DoomTools is probably a better way, but I haven't bothered to learn it.

        For DeHackEd, I just do it in a text editor. With BEX format, I find things are plain-language enough to not require any special tools.

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        • CuppykeksC Offline
          Cuppykeks
          last edited by Cuppykeks

          I just put everything in SLADE. If I need to mess with DeHacked myself I use WhackEd4, otherwise I'll just take it from another WAD dissecting/isolating it (which also helped me learn how it works).

          I tend to exclude graphics such as skies and anything with the same name as a vanilla asset from the PP/FF_START/END markers since they don't need to be added to 'TEXTURE1.' You will likely have to manually edit the dimensions of something like 'DBRAIN' to match whatever you replace that with in the 'TEXTURE1' lump though, since the vanilla asset is so small for what you might be having animate in its stead. BTW when you do put textures in SLADE you only have to use 'add to TEXTUREx.' I try to organize textures by naming them with prefixes to help sort through the type of texture it is and make it easier to find things.

          The first thing I put in a resource WAD is the MIDI music!

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          • kvsariK Offline
            kvsari
            last edited by

            Thank you for your replies @JadingTsunami and @Cuppykeks . I've decided to go with your suggestion of manually building the resource WAD in Slade.

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