*****CHANGING MAP NAMES AND SKY EFFECTS WITH WINTEX. -Work with a backup of the hexen.wad. -run Wintex -choose hexen.wad as the wad to edit in the lower file list -from the Select menu choose Find Entry -type MAPINFO in the dialog (wintex will find it for you) -from the edit menu, choose Save entries to file -save the file as MAPINFO.TXT (keep a back up of this file --you will need it for every wad you create since you must insert the edited but COMPLETE MAPINFO from the orignal Hexen for it to work) -from the file menu, choose Cancel & Quit so as not to modify the original Hexen -choose your newly created wad as the wad to edit in the lower file list -from the Select menu choose Lumps -(you should come up with a blank screen here on a new wad) -from the Edit menu choose Load Entry from file -type MAPINFO in the dialog (it should say "Entry replaces an entry in IWAD) -choose that previous MAPINFO.TXT file you saved earlier -click MAPINFO in the list at the left -from the Edit Menu choose Edit Entry (wintex will run Notepad with MAPINFO in it, but will hide it from you so just click the title bar of Wintex then click the notepad window to bring it forward) -Edit the mapinfo entries as you wish, but keep the original format -save the file then exit notepad (it will be a separate file in a temp directory) -Answer OK when Wintex takes over again if you did it all right -from the file menu, choose save wad or quit (note, Wintex will always save your wad if you choose Quit -- you have to choose Cancel & Quit to not modify your wad) Here is a sample entry which is modified to display a new map name, a new sky and new stuff for level one: ;original MAPINFO entry appears thus: map 1 "WINNOWING HALL" warptrans 1 next 2 cluster 1 sky1 SKY2 0 sky2 SKY3 0 lightning cdtrack 13 We have loaded a new patch/texture for the sky called MYSKY1 and want the level to be named MY LEVEL ONE on the map page. ;edited entry appears thus: ; --- Cluster 1 --- map 1 "MY LEVEL ONE" ;map name that will show on the map warptrans 1 ;this is actually level one for warping next 2 ;when exit, go to map 02 cluster 1 ;one of the first six levels sky1 MYSKY1 0 ;show my new sky texture and don't scroll sky2 SKY3 80 ;show this behind it and scroll at 80 lightning ;keep the periodic lightening effect cdtrack 13 ;play this cd track for the map *****CHANGING SOUNDS IN HEXEN WITH WINTEX. This works like mapinfo except you edit SNDINFO to change the music for levels or sounds for events. Working with a backup of the hexen.wad, follow all the instructions above for editing the MAPINFO lump except you will be editing the SNDINFO lump this time. NOTE: like mapinfo, the entire sndinfo lump must be in your PWAD. ***SOUNDS -choose Sounds from the Select menu in Wintex -from the Edit menu choose Load Entry from File -enter a unique name 8 characters or less for your new sound -load your .WAV file which must be 11,025kHz and 8bit mono with no compression and also less than 64k in length -repeat as many times as you need for your new sounds There is another step to have new sounds in Hexen. You must edit the SNDINFO lump so that your names you chose for sounds will replace the ones in Hexen. You change the short names only in SNDINFO, not the long ones. There seems no way to ADD sounds, your new sounds must replace sounds already there. Here is a sample entry which is modified to use a new imported sound MYSOUND1.WAV: Original entry in SNDINFO appears thus: KoraxVoiceGreetings grtngs1 You import a new sound for this and name it mysound1 Edited entry in SNDINFO should be thus: KoraxVoiceGreetings mysound1 ***MUSIC -choose Music from the Select menu in Wintex -from the Edit menu choose Load Entry from File -enter a unique name 8 characters or less for your new music -load your .MID file which must be less than 64k in length -repeat as many times as you need for your new music There is another step to have new music in Hexen. You must edit the SNDINFO lump so that your names you chose for music will replace the ones in Hexen. Here is a sample entry which is modified to use a new imported music MYMUSIC1.MID: Original entry in SNDINFO appears thus: $MAP 1 Winnowr You import a new .MID music file for this and name it mymusic1 Edited entry in SNDINFO should be thus: $MAP 1 mymusic1 *****ADDING NEW TEXTURES AND PATCHES WITH WINTEX For textures, you need one basic bit of knowledge before starting out. A texture (wall, door, any verticle surface) is made up of one or more patches. The actual bitmaps (pictures) are stored in the wad as Patches and each Texture is merely a "text" description of where to stick the Patches. A Texture "requests" that the hexen program show a patch (picture) of wall with a patch (picture) of a window on it and you see a seamless wall with a window when you play the game. You cannot load an individual texture into a wad because textures are not bitmaps, but you can load individual patches which are windows BMP files. You must then make up textures from the patches (your new ones or one or more of the originals). Of course, a texture can simply ask for a single patch if need be (as most of them do). In the Hexen wad, for example, Texture "castle01" is made up of just Patch w_94 while Texture "castle05" is made up of Patch w_094 with Patch w_206 pasted on top it. In this way, Hexen has two "cheap" walls, one a blank wall of stones and the other the same blank wall of stones with a chain at the bottom. Doing it this way saves space because Hexen needs only to store one large bitmap wall of stones with the smaller bitmap of the chain instead of two large bitmapped walls of stone, one with a chain and one without. The Textures just describe how to build the wall out of the bitmap Patches. But, I digress.... -Run wintex. -select the wad to edit (a backup of course) NOTE: Run in windows in 256 color mode or the colors will get screwy ***ADDING PATCHES -from the Select menu choose Patches -if this is the first patch you are adding you must choose Load Entry from File under Edit then for subsequent patches... -from the Guru Only menu choose New Entry -enter a unique name in the dialog -click the name of your new entry in the list at the left -from the Edit menu choose Load Entry from File -load your .BMP file into the new patch (nothing seems to happen, you have to click the name again in the list for the display to update) -as you add patches, you can actually edit them with MS Paint by double clicking the entry in the list or from the Edit menu choosing Edit Entry -add as many patches with this method as you need, each with a unique name ***TEXTURES (verticle surfaces) -from the Advanced menu choose Edit Texture (you'll get a new dialog with the texture list at the left and the Patch list at the right and an empty box in the center) -from the Textures menu choose New Texture -Enter a valid name in the dialog (your new blank texture should be selected, but you might have to click it after it appears in the list at the left) -set the size of the texture to what you need with the bars at the top -in the list at the far right, click the Patch you wish to paste onto the texture -move the mouse pointer onto the blank texture and your patch should appear -click the mouse to paste it there -repeat with other patches on the same texture if need be (window, chain) ---several patches can be in a texture and you can layer them and whatnot ---when you paste a patch onto a texture, it will show up in the list in the center box so to fine tune the patch on the texture, click its name in the CENTER box and punch the other buttons on the screen to maneuver it about -when done creating and pasting all you need, from the File menu choose Quit Texture -if you haven't made any errors, say OK to save textures in PWAD ***FLATS (horizontal surfaces) Flats should be 64 x 64 and have have dark colors in them. If there are bright colors in a flat, the floor will "sparkle" and look very odd. -Run Wintex -choose your wad to edit -from the select menu choose Flats -from the edit menu choose Load entries from file -enter a unique name for your flat -choose a 64 by 64 pixel BMP file for the flat -click your new entry in the list to see it -double click it or from the edit menu choose edit entry to change it with MS Paint -click save or quit just as with patches & textures -now the tricky part, Hexen will crash if the flat entries in the lump start with FF_START and end with F_END, or is it starts with F_START and ends with FF_END or is it starts with F_START and ends with F_END (actually, HEXEN will crash in any one of these cases or it won't crash in any one of these cases, HEXEN decides what it will do at any point). At any rate, it's best to use F_END to end your flats, but it might not. I use F_END myself and so does the original Hexen Wad. I have had several discussions with Olivier and John Williston about it, but we never did resolve the issue. *****ADDING ANIMATED TEXTURES AND FLATS WITH WINTEX. For this exercise, we will add a sequence of five animated textures named anim11-15 to our custom Hexen wad. This is an ICE wall with a flame in it. This merely creates a new animated texture using the existing ICE patch and the existing flame sprite in the Hexen IWAD. For your own animations, you will have to add your patches and substitute the names you used when you added them. -load hexen wad into wintex and export ANIMDEFS (like we did MAPINFO) -load your wad into wintex and choose lumps from the select menu -choose load entry from file from edit menu -enter ANIMDEFS in the dialog or choose it from the dropdown -load the ANIMDEFS text file you saved -double click it in the list -add these entries to the end texture anim11 pic 1 tics 5 pic 2 tics 5 pic 3 tics 5 pic 4 tics 5 pic 5 tics 5 -say OK to modify Now we will create the actual textures to respond to the ANIMDEFS entry we added. They will be anim15-anim11 in reverse order. -under advanced menu choose edit texture -under texture menu choose New Texture -give it name (use anim15 to create in reverse order) -repeat until all textures for the animation are created (anim15-anim11) -click anim11 in the left list (they are empty and now we will fill them) -set to 64 x 128 width -click w_129 from patch list (the ICE wall) -set the patch by clicking on the texture above and adjust as needed (0,0) -repeat for anim12-15 -click again on anim11 in the list -under patches menu, choose List Sprites -click on CFCFJ0 (first frame of flame sprite) -adjust so that it is centered and at the very bottom -click on anim12 -click on CFCFK0 (next frame in flame sprite) -adjust as above -repeat using sequential frames until anim15 is created -choose quit texture under file menu -choose quit under file menu to save in your wad You now have a texture of an ice wall which is on fire! To have this animation in your wad, just create a wall and have the texture of the wall be anim11. Since you've modified the ANIMDEFS to animate this texture with five pics, you will have a wall of ice with a flame on it! Of course, this was a quick and dirty way to create an animation. You would need to actually draw your sequential patches to make an original animated texture. *****EXTRACTING SOUNDS, PATCHES AND MUSIC FROM HEXEN WITH WINTEX Here's the method to extract all the sounds from the hexen WAD file using Wintex. -copy hexen.wad to a temp directory (always use a copy and NOT the original wad) -run Wintex -in the LOWER portion of wintex, locate the directory of the copied hexen.wad -double click hexen.wad in the left column -in the new window that opens, under the "select" menu, choose "sounds" -in the list at the left of the screen, click the first item in the list (you sould hear a sound) -scroll the list so that you can see the last item in the list (steel2) -hold down the SHIFT key and click this item (this should select all items in the list) -go then to the "Edit" menu and choose "Save entries to file" -select the path to which you would like to save the sounds -you then have to hit the "enter" key approximately 220 times for all the files to be saved. You have just extracted all of the Hexen sounds from Hexen and saved them as .WAV files. The music files from Hexen can be extracted as .MID files, you need merely choose Music from the Select menu and repeat the steps above. The patches from Hexen can be extracted as .BMP files, you need merely choose Patches from the select menu and repeat the steps above. (you should run in 256 color mode for this). The flats from Hexen can be extracted as .BMP files, you need merely choose flats from the select menu and repeat the steps above. (you should run in 256 color mode for this). *****EXTRACTING SPECIFIC TEXTURES FROM WINTEX. -Load Hexen.wad into WINTEX. -From Advanced menu choose Edit Texture -Find your texture (say FOREST07) and click on it. -Look in the center box to see which patch(es) make up the texture (in the case of FOREST07, it is W_038). -From the File menu choose Quit Texture. -From the Select menu choose Patches. -Find the patch(es) that made the texture (in this case, W_038). -From the Edit menu choose Save Entries to File. -Export the patch(es) named as you wish. NOTE: In some cases, textures are made of multiple patches and you will need to export all patches and paste them together to make a texture.