DOOM.DOC (c) Reini Urban, Graz 95 rurban@sbox.tu-graz.ac.at should be eg. at: ftp://ftp.flinux.tu-graz.ac.at/pub/msdos/acaddoom/wadedit/acaddoom.zip or at any official DOOM mirror site at level_edit/acaddoom.zip A simple DOOM Editor within AutoCAD to export geometries to a WAD. WADOUT writes a WAD directly without NODES Writing: closed polylines to SECTORS extra lines and polylines to LINEDEFS extra points to VERTEXES Merges 2 Sidedefs to 1 Line Looks at each line in all next sectors for opposite line (2nd sidedef) ignores same lines - if it works :) You can draw your geometry in DOOM pixel units, meter or centimeter. The 2D coordinates and the heights are automatically converted to DOOM pixel units. Let's you choose objects, accepts a different UCS, selects only points, lines, simple open 2D polylines, closed polylines and thing-blocks. Needs the DOOM.EXP (for DOS) or DOOM.EXE (for WIN, R13 WIN was not tested) for binary file output functions. (AutoLISP cannot write a binary 0) Installation: ------------- required: DOOM.LSP - Programs } or DOOM.BI4 DOOMUTIL.LSP - utility functions } DOOM.HLP - this Helpfile DOOM.EXP - required for WADOUT (binary output functions) (or URBAN.EXP as part of the URBAN Utilities Shareware Tools) DOOM.EXE - Windows Executable AutoCAD R12-13 DOS useful Files: DOOM.DCL - Dialogbox definitions THINGS.LST - Thing type definitions LINTYPES.LST - Linetype definitions SECTYPES.LST - Sector type definitions TEXTURES.LST - Texture definitions WAD_DWD.EXE - converts a WAD to a DWD File (V1.0 or V1.1) IDBSP.EXE - builds a WAD out of a DWD (with NODES) (crashes often), V1.1 needed (those two files are often included with EDMAP) any useful DOOM Editor to correct the TEXTURES errors, and convert overlapping lines to 2-sided lines. (eg: DCK, DEEP, DEU, HEU, DOOMED, DOOMCAD, EDMAP, RGDOOMED, DMAPEDIT, WADED, ...) You need DOOM.LSP and DOOMUTIL.LSP, or just DOOM.BI4 if you use the ACADL.EXP, (=ACADLC.EXP) which interprets compiled Lisp code (known as (BD4A)-functions) Load ----- (load "DOOM") or (load "DOOM.BI4") or with the APPLOAD command Start ----- WADOUT DWDOUT ------ AutoCAD Interface to ID's Nodebuilder IDBSP.EXE ----------------------------------------------- Format: Sectors/Linedef's as lines or closed polylines: whit ( : / / ) : : get lines from lines with EED and closed polylines store line-info in lines, textures in txt, sectordef's in sec EED of Texture: ("DOOM" ((1002 "{") (1070 flag)(1070 typ) (1070 tag) (1070 xoff) (1070 yoff) (1000 topT) (1000 botT) (1000 midT) (1002 "}"))) EED of Sector: ("DOOMSECTOR" ((1002 . "{") (1040 floorH) (1000 floorT) (1040 ceilH) (1000 ceilT) (1070 light) (1070 type) (1070 tag) (1002 . "}"))) Things: things as blocks with the attributes TYPE and WHEN = color (def: 7, skill 1-4) = blockname, THNG1 - THNG3006 Format of the DWD File, accepted by IDBSP.EXE --------------------------------------------- WorldServer version 4 level: #eg: E1M1 lines: (,) to (,) : : : ( : / / ) : : things: (, , ) :, --------------------------------------- Description: Lines and sectors: ------------------ A Linedef consists of a line as follows: (,) to (,) : : : where , , , are the numeric X and Y coordinates, respectively, of the line's start and end points, is the numeric flags value, is the numeric line type, and is the Sector/Trigger Tag or 0 if none. (See the Unofficial Specs for an explanation of these fields.) Each Sidedef consists of 2 lines as follows: ( : / / ) where and are the numeric X and Y offsets, respec- tively, of the textures applied to this side, , , and are the (string) names of the textures to apply to top, bottom, and middle (or normal) surfaces of this side. and a Sectordef: : : where and (numeric) and and (string) are the floor and ceiling heights and texture names, respectively, is the numeric light level, (numeric) is the sector type, and (numeric) is the Linedef (Trigger) tag, or 0 if none. For definitions of these terms, see the Unofficial DOOM Specs. Lines within the the same sector have the same Sectordef line. Example: (2840,1476) to (669,0) : 4 : 0 : 0 0 (0 : - / - / GRAY1 ) 128 : FLOOR0_3 256 : FLAT18 255 0 0 0 (0 : / / ) 128 : FLOOR0_3 256 : FLAT18 255 0 0 (283,3072) to (850,2979) : 1 : 0 : 0 0 (0 : - / - / GRAY1 ) 128 : FLOOR0_3 256 : FLAT18 255 0 0 Things: ------- where is the number of Thingdefs following. Then comes many Thingdefs, each of which has the format (, , ) :, where and are the numeric coordinates of the thing's location, is the direction it faces (0 to 359), is the number (1-????) of the type of Thing at that location, and is a numeric bitmask of which degrees of difficulty the object appears in, plus other bits for "deaf" etc. Example: (1056,-3616, 90) :1, 7 # player 1 start, 7 means at all levels -------------------------------------------------------------- Thanks to the authors of the following programs and documents: Editors: DCK, DEEP, DEU, DOOMED, DOOMCAD, EDMAP, RGDOOMED, DMAPEDIT, WADED Utils: DEUTEX, DEUSF, IDBSP, WAD_DWD, BSP, ZAMBONY Docs: METRICS, LINTYP10, UDS (former DMSPECS), DMFAQ..., TEXPATCH TEXTURES, DESIGN...FAQ, DMAPEDIT Docs, DTEXMAN3 Of course: ID Software for DOOM, DOOM2, HERETIC and the -file parameter The best HELP available for beginners is: DCADTUTR.HLP and DOOMCAD.HLP (Windows Format) The .TXT files from DMAPEDIT The best HELP available for advanced is: UCS, the docs with DCK 2.0, the Deutex Manual I'm trying to use DOOM and ZAMBONY as a AutoCAD previewer, but the algorithms to convert 3d-space of AutoCAD, to the limited 2d-space of the DOOM engine are quite complicated. Waiting for Quake. Or writing a SOLPROF similar command, which scans the geometry and creates automatically for each different height a different sector. Ceilings would be Solids, PMESH or 3DFACE objects, not elevated polylines. So the see-trough character in Acad would stay to be able to use Acad based 3D previewers. (Impossible with the actual type of geometry, since 2-sided lines are not see-through, eg. try SPEA 3d-World or the Matrox Previewer) I hope, that with the end of this year 3D nodebuilders for a full BSP tree will become available (QUAKE!) to allow a real-time walkthrough for any geometry. And I read about fast texture mapping for faces, not just vertical and horizontal. I already wrote real-time viewers for 3D BSP trees in C++, but I cannot create the BSP. I try'd it in LISP :) Viewing is simple but creating!! Source code in a older CT, very simple. $Id: DOOM.HLP 1.1 1995/05/30 13:07:39 Reini Exp $ look also for: -------------- URBAN.ZIP - AutoCAD Shareware Utilities R12-DOS (V2.9beta till 30.06.95) at http://xarch.tu-graz.ac.at/autocad/urban/ ARSDOOM.ZIP - a big level made for the Ars Electronica 95, a virtual museum with inaggressive monsters. at ftp://ars.uni-linz.ac.at/pub/arsdoom/client/arsdoom.zip or at ftp://(your nearest doom-mirror)/levels/dooms2/a-c/arsdoom.zip other Projects at http://xarch.tu-graz.ac.at/~rurban/projects.html Reini Urban, Graz-Austria, 03-06 95