| WAD AUTHORS |
| If you want
to create skins read the |
HOW TO USE SPRITES & FLATS IN PWAD
| Doom Legacy
has the most stable and most solid support for sprites
and flats in pwad. No extra parameters, your wads will
run the first time, just by adding them after -file.
Pwads replacing sprites, flats and even adding new flats
can be loaded at run-time using the 'addfile' console
command. Read |
HOW TO PUT WATER IN YOUR LEVELS
| You can put some water in your levels, by
setting a sector's tag to a negative value. The absolute
value will be the sector's water height. E.g.: sector
floor 0, ceiling 128, tag: -64 : water height is 64.
Legacy will say something like 'level uses dck-water
hack', in the console.
Think of it: Legacy has a hell of a superb water effect that is very EASY to use, and is very simple in specs. We want to make map editing user friendly, whatever the time it takes. Matt Martin has made a new map that uses
the water effect. It's not too hard and really small, but
you might want to take a look at it. The map's called |
A BRIDGE THAT YOU CAN GO UNDER AND OVER AT THE SAME TIME !
Chris has made a
neat discovery, well, kind of. Using Legacy's enhanced Z
height checking (read: the ability to walk above/below
other objects), he has created a bridge that you can walk
over, or below.This one is a REAL bridge, not just an illusion, though it is a hack, it really allows monsters/objects to move below and above at the same moment. How ? Basically, what Chris did, is create a flat object (1 unit height), that is invisible, still solid (of course), of radius 32 or larger. This object stands partly on the border of something above the floor, and the other half just stays in 'air'. Using such an object on each side of the bridge, you can safely walk from one side to the other, running above these invisible things, and reach the other side of the bridge. Legacy allows objects to move over or below others, so while you walk on the bridge, another buddy can pass under it (if it's high enough of course). To create the special object, use dehacked, and add the deh file with '-dehacked xxx.deh' on command line. Granted, this allows to create bridges not too long. Say about 32 units each side plus the centre can have 32 units with nothing (a hole), that is about 96 units of bridge. Download
|
ALL THE SPECS THAT YOU HAVE EVER WANTED
| Almost.. if
we forgot to document something or you find something
isn't clear, mail to faB the editing doc writer ! View the |
| To edit around Legacy, you'll need some new
tools that are provided in the 'editing' archive. The editing archive contains:
What is described on this page is more or less explained in the documentation file that comes with the editing archive. You may want however to save the current page (NetScape File menu /Save As..) as it completes the documentation. You can
download the editing archive from the |
DEHACKED PATCHES : HACK YOUR LEGACY
NOTE : Dehacked support had some bugs in the versions up to 1.12, mainly with changing the code pointers, and the text changes was not supported. THIS IS NOW DONE! With ability of replacing texts by larger texts. We'd like to include some more serious stuff for the next update though, so please be patient.
Legacy supports the dehacked patches made for Doom and Doom2 v1.9. However it works a rather different way now : Legacy hacks itself at run time, using the .deh hack description file generated by dehacked.
Lets have an example, suppose you have a patch named 'gore' : the patch description file saved by dehacked is 'gore.deh'. To run it with Legacy just type:
Well, most probably you have a wad file with new graphics. You may even use 'sprite renaming' : it works :
That's okay, but what if you want to create NEW patches to run with Legacy ?
Here's an example work session with Dehacked :
You never write to
the doom3.exe : the exe is of course different than the original
Doom2 so Dehacked can't hack it right. Let Legacy hack itself
like a big boy ! ![]()
Whole new
horizons open to your eyes, as you look up and discover
parts of the sky that you could never see before !
Problem is : the old sky textures don't cover the new areas revealed when looking up...
The old sky resources (RSKY1,RSKY2,RSKY3...) used to be 256x128 pixels.
Now they're 256x240 pixels. NWT (NewWadTools) won't convert a graphic to a patch taller than 128 lines. We didn't test Deutex since, but it probably won't do either.
In the editing archive (
download
section), we have provided
a utility called 'lumpy'. Lumpy will convert PCX graphics taller
than 128 units to raw files, that you can insert in a wad in
place of the RSKY resources.
How does Legacy
handle the 'new' (taller) and the 'old' skies ?
...It simply checks the sky
texture height, if it is over 128 pixels, it uses it as the
taller skies, if they are up to 128 pixels but not higher, then
they are stretched a little to cover all the range viewable with
mouselook. It then looks a bit pixelated, but not so bad. ![]()
MIDI MUSIC : NO MORE CONVERT TO MUS
You can now insert a .MID music
file in place of the original MUS resources, without the need of
any conversion. Legacy will recognise the MID file and play it
directly. ![]()