AOH :: TEXREF.TXT|
Doom 1.2 WADfile texture-to-Pname cross reference
THE Texture to Pname cross reference.
THIS DOCUMENT IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND.
In addition, MDC Development specifically disclaims all warranties,
expressed or implied, including but not limited to implied warranties
of merchantability and fitness for a particular purpose with respect to
defects in the program license granted herein in particular, and without
limiting operation of the program license with respect to any particular
application, use, or purpose. In no event shall MDC Development be
liable for any claims for lost profits or any other commercial damage,
including but not limited to special, incidental, consequential or other
id Software cannot and will not provide support for TEXREF.
id Software will not provide support for ANY file that has been modified
or created by TEXREF.
It is illegal to distribute the registered version of the DOOM.WAD file in
any form, original or modified.
TEXREF - Copyright 1994 by MDC Development
TEXREF is NOT an id Software product.
DOOM is a trademark of id Software.
The purpose of this document is to help all you fellow PWAD creators.
As many of you have discovered while designing new levels for DOOM, even
though there are over 300 different TEXTURES available they may not fit
your theme. So what do you do to change the TEXTURE?? You pull your
hair out!! Later in the document I will tell you why. This TEXREF
should speed up the process of changing those TEXTURES.
WHAT IS A PNAME?
A pname stand for patch name. Pnames are found in the PNAME lookup
table in the WAD file. This table is a list of names used by TEXTURE1
and TEXTURE2 to build the wall textures. Each entry in the PNAME table
is the name of a graphic RESOURCE in the WAD file. I originally thought
the name PATCH was for "FIX" like patching a program, but after tearing
the WAD apart I discovered it was more like a "PATCH" of wallpaper.
WHAT IS A TEXTURE?
Textures are what you see when you see when you look at a wall in DOOM.
These are the values you assign to the SIDEDEFs of a LINE when building
your own level with DEU, DOOMCAD, DOOMVB... and all the other level editors
out there. A texture is made up from 1 to any number of PATCHES. For
instance the texture BIGDOOR2 has only 1 patch, DOOR2_4, but BIGDOOR1
has 5; W13_1,W13_1,DOOR2_1,W13_1,W13_1. Notice that 4 of the patches
are the same. That's because each of them has a different x y offset
into the texture. BIGDOOR1 is 126x28, the 1 patch start at 0,0 , the
2nd at 0,24 ,3rd at 17,0 , 4th at 113,0 ,and 5th at 113,25. Each patch
will over lay the next, and CAN have transparent areas. Unfortunately I
can't figure out why in BIGDOOR1 patches 4&5 seem to be overlaid by
patch 3. I would thing they would stack one on top of the other like
cards! If you know, TELL ME!! Also if you know why some of the x,y
offsets are HUGE let me know.
So you've decided to build you own level and you want some unique wall
textures. Using this Xref and tools like DMGRAPH, and DEU, you pull out
the wall patch you want to alter, change it, then replace it. Cool
your done. Now lets run that level... YUCK some of the wall look like
crap! WHY!! Well its because since textures are made up of patches a
change you make to one texture could affect others! (This is one of the
many hair pulling reasons). For instance if you change patch WILTC0 you
would change the way 38 different textures looks. SO BECARFULL!
Everyone should real the UNOFFICIAL DOOM SPECS by Matt Fell. I believe
the latest version is 1.3. Without this document it would have taken me
weeks to figure this stuff out, then right the TEXREF. With it, it took
about 4 hours.
DEU 5.1 by Brendon Wyber and RaphaČl Quinet, this is the DOOM level editor
that I use. Version 5.1 allows you to include your own replacement textures.
DMGRAPH 1.0 by Bill Neisius. This will allow you to extract the patch
in GIF format then replace you modified version in the WAD file.
This is a Texture to PNAME Cross Reference for the DOOM v1.2 WAD file
Every effort has been made to make it correct. I have yet to figure
why some of the PNAME offsets are so large. I believe the are really
supposed to be negative.
See TEXREF.DOC for more information
Copyright 1994 MDC Development
Send comments and suggestions to Matt Crownover, CI$ ID 70440,13 or
INTERNET ID email@example.com
Number of entries in PNAMES = 350
Number of entries in TEXTURE1 = 125
AASTINKY is 24 x 72 with 2 patches
Patch 1 x offset 0 y offset 0 PNAME Entry=WALL00_3
Patch 2 x offset 12 y offset 65530 PNAME Entry=WALL00_3
BIGDOOR1 is 128 x 96 with 5 patches
Patch 1 x offset 0 y offset 0 PNAME Entry=W13_1
Patch 2 x offset 0 y offset 24 PNAME Entry=W13_1
Patch 3 x offset 17 y offset 0 PNAME Entry=DOOR2_1
Patch 4 x offset 113 y offset 0 PNAME Entry=W13_1
Patch 5 x offset 113 y offset 25 PNAME Entry=W13_1
BIGDOOR2 is 128 x 128 with 1 patch
Patch 1 x offset 0 y offset 0 PNAME Entry=DOOR2_4
BIGDOOR4 is 128 x 128 with 1 patch
Patch 1 x offset 0 y offset 0 PNAME Entry=DOOR9_1
The entire AOH site is optimized to look best in Firefox® 3 on a widescreen monitor (1440x900 or better).
Site design & layout copyright © 1986- AOH
We do not send spam. If you have received spam bearing an artofhacking.com email address, please forward it with full headers to firstname.lastname@example.org.