


		  DeuTex 1.5 beta
		Formats of the Text files



	




********************* WAD Creation Directives (-makepwad)  


ALL THE DIRECTIVES MUST APPEAR IN THAT ORDER.
those not at the right place are ignored. no warning.


#
# this is a comment
#
# (optional)
# Define the new mission 
# .LMP files shall be in LEVELS\ExMy subdirectory
Begin: LEVELS
E1M2		#DeuTex will look for LEVELS\E1M2\*.LMP
E3M5		#DeuTex will look for LEVELS\E3M5\*.LMP
End: LEVELS


# (optional)
# Define the new lumps (raw data, non graphic)
# .LMP files shall be in LUMPS subdirectory
Begin: LUMPS
ENDOOM		#DeuTex will look for LUMPS\ENDOOM.LMP
End: LUMPS
#

# (optional)
# TEXTURE1 (list of shareware textures) description here:
# redefine this, not texture2, for compatibility with DOOM 2
Begin: TEXTURES
TEXTURE1	#deutex will look for TEXTURES\TEXTURE1.TXT
End: TEXTURES
#
# (optional)
# Declare your graphics here
# Graphics= all pictures, except sprites, patches, floors
# you can't add new. just replace existing entries.
Begin: Graphics
WIMAP1			#DeuTex will load GRAPHICS\WIMAP1.BMP	
SARGA1     23    45	#DeuTex will load GRAPHICS\WIMAP1.BMP
			#and set the insertion point to 23,45
End: Graphics
# (optional)
# Declare your Sprites here
Begin: SPRITES
BOSSA1		#DeuTex will load SPRITES\BOSSA1.BMP
End: SPRITES
#
# file ends here
##
# (optional)
# Declare your Floors and Ceiling here
# CANNOT BE USE unless PWAD is merged in IWAD after...
# or ALL the floors are replaced
Begin: FLATS
GRASS		#DeuTex will load FLATS\GRASS.BMP
End: FLATS
#
# WAD creation directives end here
#




********************* Format of Textures Definitions

# Texture file
#
Begin: TEXTURES
#
ASHWALL     		64	128
*	W104_1      	0	0
#
# BIGDOOR6 is a texture: can be applied on a wall
# it's size is 128x112 (X size, Y size)
#
BIGDOOR6    		128	112
*	DOOR11_1    	4	0
*	DOOR11_1    	124	0
*	DOOR11_1    	-116	0
#
# BIGDOOR7 is a texture, composed of two patches, W105_1 and W105_1
# respectively placed at offset -4,-4  and offset 124, -4 
# you guessed that '*' at the beginning of line denotes a patch
#
BIGDOOR7    		128	128
*	W105_1      	-4	-4
*	W105_1      	124	-4
#
# FLOWER is a new texture, composed of an old patch
#
FLOWER     		32	128
*	TP5_1       	0	0
#
# BLODGR2 redefines the old BLODGR2 texture to be composed of
# the new patch BIRDY
#
BLODGR2     		34	128
*	BIRDY       	0	0
#
# new texture HADDOCK, composed of new an old ones 
#
HADDOCK			64	128
*	FISH1		0	0
*	BIGFISH		23	44
*	TP5_1       	0	0
#
#
# Don't forget to end TEXTURE1
# By the way, if you define a new patch BIRDY, the script
# generated for use of DMGRAPH will attempt to load a
#  gif file named GIF\BIRDY.GIF
#
# so put all you gif files in a GIF subdirectory else
# the script will fail (unless you edit it.)
#
End TEXTURES
#
# texture definitions end here.


BEWARE:
 when defining a new texture, take care that ALL THE VERTICAL
 LINES OF THE TEXTURE SPACE are COVERED BY AT LEAST ONE PATCH
 else DOOM will generate an error.
  Do not define a texture of height more than 128.
 all textures repeat vertically with period 128.
 Read the F.A.Q. 





********************* format of list of strings (-list2exe)

	Let: #original_string_as_found_in_DOOM.EXE#
	Be:  #your_own_modifications_of_that_string#

	DO NOT EDIT THE STRING JUST AFTER 'Let:'
	EDIT ONLY THE STRING AFTER 'Be:'
	SUPPRESS ALL NON NEEDED STRING PAIRS.
	REPLACE ONLY DATA THAT IS OBVIOUSLY A STRING
	(DeuTex cannot find exactly the start of strings)
	DON'T EDIT SMALL STRINGS (high crash probability)
	ONLY CHANGE STRINGS OBTAINED FROM 'exe2list'

	DOOMFAKE.EXE is written. There could be a MAJOR CRASH
	if you fiddled with the strings after 'Let:'. DON'T.
	No guaranty that a given string patch will work for future
	versions of DOOM.EXE. 



