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die.doc
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1994-03-30
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/*********************** Doom Image Editor v1.1 ****************************/
-Disclaimer:
By reading this file DIE.DOC and/or installing it, you hereby
acknowledge you the reader are wholly responsible in every way
shape or form for any effects the user (you) incur. I have made
every reasonable effort to insure DIE executes correctly.
-Updates for DIE v1.1:
- added mouse speed settings to die.cfg.
- added check for mouse on startup.
- added visual for image load\save status.
- the executable is now named DIE.EXE (no more version numbers to type).
-Stuff I forgot in the last version:
- DIE is FREEWARE. Use it, distribute it, upload it,
but don't exploit it. Don't act like it's yours and make others
pay a fee (dollars) for you giving it to them. That is not cool.
I released this as FREEWARE, and it shall stay that way. If you
think you need to have someone pay for you to sit on your butt
and copy it to diskette...that's bull. However, if you need to milk
.50 cents out of 'em for a diskette, I suppose that makes sense.
- If you haven't figured it out yet, the right mouse button chooses the
color to paint with, and the left button drops the pixel onto the
image. and the ESCAPE key gets you out.
I apologize for this oversight on my part. In the world of
point-and-grunt these days, I assumed end users are born with
a mouse in their hand. (addleminded....sorrry).
- DIE has been tested on three different machines.
-Intel (c) 486 DX - 33, 4M RAM, AMI BIOS (c), TRIDENT(c) vga card,
Smartdrive (c) running.....
- worked fine.
-TANDY (c) 386 SX - 25, 4M RAM, Phoneix (c) BIOS (I think),
Stacker (c) running, (and other TANDY hardware).....
- worked fine.
-AMD (c) 386 DX - 40, 4M RAM, AMI BIOS (c), TRIDENT (c) vga card,
Smartdrive (c) running....
- worked fine.
I also ran DIE under the MS Windows(c) environment flawlessly.
(on the 486).
I have covered numerous machine configurations to verify DIE
will run correctly on different environments. if it doesn't run
on yours, I have done all I can do.
(it ran on a tandy for god's sake)
Any bugs I find will be fixed in due time.
- It was suggested Jeff Miller (WADTOOLS) might not appreciate his
program being included in the DIE package. In post
reflection upon this, I should have mentioned in the FILE IDZ
you need to dl his program in order to use DIE. I apologize to
Mr. Miller if this is indeed the case. Future versions of DIE
will require the user download the WADTOOLS program written by
Jeff Miller.
-What it is:
DIE (Doom Image Editor) is a utility for the seemingly endless
tools for the DOOM wad.
(The game DOOM ain't gonna die out for a looonnggg time.)
You can Export an Image from WADTOOLS (c) Jeff Miller 1994, and
Import it to DIE. Then you can paint all over it, Import it back
to WADTOOLS, and Shazam. Custom walls.
!!! DO NOT EXPORT THE IMAGE TO A .LBM FILE. !!
DIE only works with raw DOOM.WAD data.
If you have the Shareware Version <sigh> (still..). Register DOOM.
DIE will not work with the Shareware version in keeping with
ID software's request to limit hacks to the registered version.
At this point, DIE is a point and grunt paint program. You are
limited to pixel by pixel painting. If you wanna gripe, go ahead.
Be glad all these DOOM hackers are keeping you griper leeches
satisfied !
-How to use it:
(where this file notes < > for explaining configuration info, do not
include the "< >". They are used only for illustration.)
There should be four files in the DIE011.ZIP package:
DIE .EXE - Doom Image Editor.
DIE .DOC - What you is reading.
DIE .DAC - Image of the DAC registers.
DIE .CFG - DIE'S configuration file.
Bark up your favorite text editor, and change (in DIE.CFG) the line:
doomdir <path_to_wadfile\wadname>
to be set to the path of your DOOM.WAD file with the name of your
main DOOM.WAD tacked to the end. (doomdir c:\doom\doom.wad).
I did this so you can have a separate directory for DIE, other than
you DOOM directory. (Mine is soooooooo full of stuff.....).
Also, set the desired mouse speed at the line:
mouse <x_speed> <y_speed> <sensitivity>
- x, y, and sensitivity can range from 1 to 100.
go into WADTOOLS (c) Jeff Miller 1994, and find your image to EXPORT.
give it an extension too, if you want.
Execute DIE like this: DIE <Image_exported>
If I exported SKY1.DOM from WADTOOLS, (I export mine with extensions),
I would type
DIE SKY1.DOM
You will then see a checking of the mouse driver, and a status of
the image loading. (or an error message if you made a mistake).
If the file you are loading already exists in the current directory
with the extension of .DIE, you will be asked if you want to
continue; this means the file will be overwritten if you save it
at the end.
You should then have the image on the screen, a "color bar", and the
mouse cursor (yes, I KNOW it's ugly in mode 13h, but it turns off
when you are drawing).
When you grunt on a color with the right mouse button, a small box
will appear in the lower left corner of the screen in the color
you chose. This is the current drawing color. You may also choose
a color from the image.
Use the left mouse button to color a pixel, and the F1 key will
redraw the screen (if you get sloppy).
When you hit escape, you will be prompted to save the image. This
is done regardless. Even if you didn't change the image.
You will then have a file in the current directory with the .DIE
extension. This is the file to import back into WADTOOLS.
ONE LAST THING:
I DON'T HAVE SUPPORT FOR THE ENEMY IMAGES YET. THIS IS A DIFFERENT
PIXEL FORMAT. DO NOT EDIT THESE.
-Wuz next:
I'm _thinking_ maybe cut and paste parts of images, shapes maybe,
fonts so I can actually print to the screen....whole lotta ways to go.
Probably implement the enemy image editing first, though.
DIE wuz coded in Borland C v3.1. As far as I know, BC doesn't
support mode 13h. All my calls had to be coded into assembly
language. (I do have kind of a nice library now, though).
Only after I started coding DIE, did I find the lib of bitchin' -ness.
I decided to continue to grunt with mode 13h, but once I get
my <sigh> homework out of the way, (due 3 weeks ago)
I'll probably recode the whole mess with Abrash's info on mode-x.
/************************* Thanks go to: ************************************/
Jeff Miller
- WADTOOLS.
THANKS!
Nice program Jeff. Without your exporting, DIE
would by dead. <pun, grin, grin>
Raphael Quinet quinet@montefiore.ulg.ac.be
- NEWDEU
THANKS!
Another cool program. Good luck on the roll-your-own maps,
I WILL be watching for it.
Brendon Wyber (b.wyber@csc.canterbury.ac.nz).
-DEU
THANKS!
Your program was inspiring. I've spent many hours in front of it.
Matt Fell (matt.burnett@acebbs.com)
Hank Leukart (ap641@cleveland.freenet.edu)
-DMSPECS...
THANKS!
Without your specs, I would have given up on the pixel format a long
time ago. These were a real HELP.
AND thanks go to any one else contributing to the Great Doom Hack,
may your BFG never go limp.
****************************************************************************/