This file is intened to show how to do some of the things people most want to do with wacker but seem to have the greatest problems. Before modifying & creating graphics PWADs I would suggest that you snag a copy of the wonderful Unofficial DOOM Specs by Matt Fell without which wacker would not exist. It will help you greatly to understand what all of the doom objects are and how they should be handled. 1. Encasing a list of objects with START/END markers. The LIST commands can be left out, they are just there to show what each change does to the order of the wad. CREATE mywad - Create a wad to hold the stuff LTB mywad newtex1 newtex1.bmp LTB mywad newtex2 newtex2.bmp - Load in a few sample bitmaps LTB mywad newtex3 newtex3.bmp CREATE mywad p_start - Make a P_START object CREATE mywad p_end - Make a P_END object LIST mywad - Show the contents of mywad mywad newtex1 Size=1234 Offset=0 (MEM_OBJ) newtex2 Size=1234 Offset=0 (MEM_OBJ) newtex3 Size=1234 Offset=0 (MEM_OBJ) p_start Size=1234 Offset=0 (MYWAD) p_end Size=1234 Offset=0 (WYWAD) MOVE mywad p_start newtex1 - Move the p_start entry to 2nd pos LIST mywad - Show the contents of mywad mywad newtex1 Size=1234 Offset=0 (MEM_OBJ) p_start Size=1234 Offset=0 (MYWAD) newtex2 Size=1234 Offset=0 (MEM_OBJ) newtex3 Size=1234 Offset=0 (MEM_OBJ) p_end Size=1234 Offset=0 (WYWAD) MOVE mywad newtex1 p_start - Move newtex1 to after p_start LIST mywad - Show the contents of mywad mywad p_start Size=1234 Offset=0 (MYWAD) newtex1 Size=1234 Offset=0 (MEM_OBJ) newtex2 Size=1234 Offset=0 (MEM_OBJ) newtex3 Size=1234 Offset=0 (MEM_OBJ) p_end Size=1234 Offset=0 (WYWAD) Simple eh !! its a lot shorter than you think, especially with all of the LIST commands removed. 2. Creating a wad with NEW textures in it. First either load or create a wad in memory that is to hold the new textures. CREATE mywad - Create a wad to hold the stuff LTB mywad newtex1 newtex1.bmp LTB mywad newtex2 newtex2.bmp - Load in a few sample bitmaps LTB mywad newtex3 newtex3.bmp The LTB commands will each create a NEW texture in the texture gallery after each command you will see the new texture appear in both patch and texture galleries. LTB is fine if you only want textures that are made from one patch. You can have many patches in a texture. DISP big This will display the BIGDOOR1 texture in the texture gallery. If you now press the STEP button you will see how BIGDOOR1 is built from 5 overlaid patches. LIST bigdoor1 Will list to the command window the contents of bigdoor1. Try it and see. To create a texture in this way do the following. CREATE texture myfirst 128 128 This will create a blank texture 128x128 pixels, you will see a white square in the texture window, this is the blank that we will build the texture in. Place the mouse cursor over the picture displayed in the PICTURE gallery then press and hold the left mouse button. Drag the picture over to the texture window, and place it somewhere overlapping/inside the white box and then release the mouse button. The picture should now be part of the texture and cropped to the bounds of the white box. You can do this many times to build up a texture from many pictures which can be either PATCH, SPRITE or GRAPHIC. If you have mad a mistake and wish to remove a picture from a texture then place the mouse cursor over the texture and press and hold the left mouse button, you can now move the picture around again. If you wish to re-position it then move it to the new position and release the mouse button. If you wish to delete the picture from the texture the move the picture outside of the bounds of the texture/white box and release the mouse button, the picture will then dissapear from the texture. You may wish to load you own pictures to build textures rather than using the ones defined in doom. You can do this using the LPB command. See DOX.TXT for how LPB works. Now thet we've build the new textures we want to save them out to a pwad so we can reload when we wish. To save textures correcly the WAD must contain objects called PNAMES, TEXTURE1, TEXTURE2. We only need to create one, PNAMES. When wacker detects PNAMES it will automatically add the other two for us. CREATE mywad pnames Will create the pnames object within mywad. SDW mywad mywad.wad Will save out the wad with the new textures.