Editing Predefined lumps

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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.pke and are no longer stored inside the executable, primarily for reasons of code size and compile time.
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.
{{Backto|Editing reference}}


== New lump list ==
  Menu text
  Menu text
  ---------
  ---------
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  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
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  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.
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     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:===
'''NOTE''': for defining new switches, use [[EDF switch]], unless you need Boom compatibility. You can also use [[ANIMDEFS]] if you need GZDoom compatibility.
 
==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).
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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.


'''NOTE''': for defining new animations, use [[EDF animation]], unless you need Boom compatibility. You can also use [[ANIMDEFS]] if you need GZDoom compatibility.
=== New to SMMU ===
 
==OPTIONS lump==
New to MBF, this lump allows you to set certain game settings for when the wad is loaded. See the [[OPTIONS]] documentation for more information.
 
== New to SMMU ==


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===
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)
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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===
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
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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.
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  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.
==Sprite colour translation tables==
[[Thingtype]] [[EDF]] definitions allow a sprite's colour range to be translated, similar to how the green range is changed with the TRANSLATION1 and TRANSLATION2 [[thing type flags]], but in this case, by using custom external tables. These lumps are 256 bytes large and must be included between T_START and T_END. Normally, they will consist of consecutive 8-bit numbers from 0 to 255 if there is no translation, but the indices which need to be changed will have the numbers of the target colours.
[[Category:Editing reference]]
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