Editing Predefined lumps
From Eternity Wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
Most predefined lumps used in BOOM and MBF are still present in Eternity, although not all are used. These lumps can be found in eternity. | Most predefined lumps used in BOOM and MBF are still present in Eternity, although not all are used. These lumps can be found in eternity.wad and are no longer stored inside the executable, primarily for reasons of code size and compile time. | ||
Menu text | Menu text | ||
--------- | --------- | ||
Line 167: | Line 165: | ||
METAL Complimentary brown metal flat (new to SMMU) | METAL Complimentary brown metal flat (new to SMMU) | ||
F_SKY2 Dummy flat for Hexen-style sky sectors (new to Eternity) | F_SKY2 Dummy flat for Hexen-style sky sectors (new to Eternity) | ||
Maps | |||
---- | |||
START DOOM II Mode Start Map (new to SMMU) | |||
Switches and Animations | Switches and Animations | ||
Line 172: | Line 174: | ||
SWITCHES Definition of switch textures recognized | SWITCHES Definition of switch textures recognized | ||
ANIMATED Definition of animated textures and flats recognized | ANIMATED Definition of animated textures and flats recognized | ||
==SWITCHES format== | ===SWITCHES format:=== | ||
The SWITCHES lump makes the names of the switch textures used in the game known to the engine. It consists of a list of records each 20 bytes long, terminated by an entry (not used) whose last 2 bytes are 0. | The SWITCHES lump makes the names of the switch textures used in the game known to the engine. It consists of a list of records each 20 bytes long, terminated by an entry (not used) whose last 2 bytes are 0. | ||
Line 183: | Line 185: | ||
3 = DOOM II, registered/retail DOOM, or shareware | 3 = DOOM II, registered/retail DOOM, or shareware | ||
0 = terminates list of known switches | 0 = terminates list of known switches | ||
===ANIMATED format:=== | |||
==ANIMATED format== | |||
The ANIMATED lump makes the names of the animated flats and textures known to the engine. It consists of a list of records, each 23 bytes long, terminated by a record (not used) whose first byte is -1 (255). | The ANIMATED lump makes the names of the animated flats and textures known to the engine. It consists of a list of records, each 23 bytes long, terminated by a record (not used) whose first byte is -1 (255). | ||
Line 196: | Line 195: | ||
The [http://www.doomworld.com/idgames/index.php?id=9463 BOOM utility package] contains a program, SWANTBLS.EXE that will generate both the SWITCHES and ANIMATED lumps from a text file. An example is provided, DEFSWANI.DAT that generates the standard set of switches and animations for DOOM. | The [http://www.doomworld.com/idgames/index.php?id=9463 BOOM utility package] contains a program, SWANTBLS.EXE that will generate both the SWITCHES and ANIMATED lumps from a text file. An example is provided, DEFSWANI.DAT that generates the standard set of switches and animations for DOOM. | ||
=== New to SMMU === | |||
== | |||
New to | |||
= | |||
Setting the animation speed for a flat to a number higher than 65535 will | Setting the animation speed for a flat to a number higher than 65535 will | ||
cause the flat to use the swirling liquid effect rather than animation. | cause the flat to use the swirling liquid effect rather than animation. | ||
Colormaps | |||
--------- | |||
WATERMAP Custom greenish colormap for underwater use | WATERMAP Custom greenish colormap for underwater use | ||
LAVAMAP Custom red colormap for lava (new to SMMU) | LAVAMAP Custom red colormap for lava (new to SMMU) | ||
Line 213: | Line 208: | ||
The BOOM utility package contains a program, CMAPTOOL.EXE, that will generate custom colormaps for use with Eternity. It also includes 7 premade colormaps, and an add-on wad containing them. | The BOOM utility package contains a program, CMAPTOOL.EXE, that will generate custom colormaps for use with Eternity. It also includes 7 premade colormaps, and an add-on wad containing them. | ||
Color translation tables | |||
------------------------ | |||
CRBRICK Translates red range to brick red | CRBRICK Translates red range to brick red | ||
CRTAN Translates red range to tan | CRTAN Translates red range to tan | ||
Line 227: | Line 223: | ||
These tables are used to translate the red font characters to other colors. They are made replaceable in order to support custom palettes in TC's better. Note however that the font character graphics must be defined using the palette indices for the standard red range of the palette 176-191. | These tables are used to translate the red font characters to other colors. They are made replaceable in order to support custom palettes in TC's better. Note however that the font character graphics must be defined using the palette indices for the standard red range of the palette 176-191. | ||
== Eternity Note == | === Eternity Note === | ||
The default text translation range in Heretic is gray rather than red, and replacement fonts should use the gray range in the palette to support color translations. | The default text translation range in Heretic is gray rather than red, and replacement fonts should use the gray range in the palette to support color translations. | ||
Line 235: | Line 231: | ||
TXTRCONV DOOM -> DOOM II texture conversion table (new to SMMU) | TXTRCONV DOOM -> DOOM II texture conversion table (new to SMMU) | ||
KEYDEFS Default keybindings (new to Eternity) | KEYDEFS Default keybindings (new to Eternity) | ||
==TXTRCONV format== | STARTSCR Compiled Small script for start map (new to Eternity) | ||
===TXTRCONV format:=== | |||
The TXTRCONV lump is used to translate DOOM textures to DOOM II textures, for the purpose of playing ExMy levels under DOOM II (accessed via the map command). The format of this lump is currently very strict. The pairs of texture names must be aligned precisely, with the first texture name (<= 8 character) starting in column 0, followed by spaces up to column 16, where the second DOOM II replacement texture name must start. Only one pair must be on a line, and lines must be terminated with a line break. This lump is ASCII text. | The TXTRCONV lump is used to translate DOOM textures to DOOM II textures, for the purpose of playing ExMy levels under DOOM II (accessed via the map command). The format of this lump is currently very strict. The pairs of texture names must be aligned precisely, with the first texture name (<= 8 character) starting in column 0, followed by spaces up to column 16, where the second DOOM II replacement texture name must start. Only one pair must be on a line, and lines must be terminated with a line break. This lump is ASCII text. | ||
==KEYDEFS format== | ===KEYDEFS format:=== | ||
KEYDEFS contains the engine's default key bindings. This lump is written to file as keys.csc when a file by that name cannot be found. Editing of this defaults lump is not generally desirable, but it is a simple console script, the syntax of which is expounded upon in the Eternity Engine Console Reference. This lump is ASCII text. | KEYDEFS contains the engine's default key bindings. This lump is written to file as keys.csc when a file by that name cannot be found. Editing of this defaults lump is not generally desirable, but it is a simple console script, the syntax of which is expounded upon in the Eternity Engine Console Reference. This lump is ASCII text. | ||