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📄 skinspec.txt

📁 The source code of Doom legacy for windows
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 --------------------- D O O M   L E G A C Y --------------------- S K I N S   S P E C S ----------------------------------------------------------------------------                               Written by: Denis Fabrice                               Last updated 25-Aug-1998--------CONTENTS--------[0] First note[1] Overview[2] Implementation[3] Example[4] Technical blurb    [4-1] Skins and sprites in pwad.    [4-2] Same resource name on different pwads.[5] Tools--------------[0] FIRST NOTE--------------  If you have problems creating Skins wads for Doom Legacy,  and can't find the answer to your questions in this documentation  mail to: legacy@newdoom.com------------[1] OVERVIEW------------Let's first have an overview of what defines a Skin:  S_SKIN:  -------  Each skin in a pwad is identified by a 'skin marker': this is  a resource by the name 'S_SKIN'. The resource contains data in  the form of a text file, which describes what is replaced by  the skin, and gives the name of the skin.  Skin sprites:  -------------  A skin is basically a sprite replacement for the player avatar.  ALL the frames of the player sprite must be replaced : this  includes the normal run, attack, hurt sequences, as well as the  'normal' death, and the 'explode' death sequences.  Skin face:  ----------  Though the status bar face is viewable only by the player who  uses the skin, it may be replaced in order to be consistent  with the player character appearance. As soon as we ran some  tests with a 'Leprechaun' skin, and saw the marine's head in  the status bar.. we added support for replacing the status bar  face. Like the sprites, _ALL_ the face graphics need to be  replaced, if some are not defined, the game will quit.  Skin sounds:  ------------  To make it more fun, a skin can have a set of up to 10 sounds  replaced, these are called the 'skin sounds'. Skin sounds are  replacements of a set of the original Doom sounds, which are  given out only by the skin that defines them. All the sounds  need not be replaced.------------------[2] IMPLEMENTATION------------------Now on to implementations:  S_SKIN resource format:  -----------------------  The content of S_SKIN is just a simple ASCII text file.  If you put more than one skin into a wad file, there are effectively  multiple resources of the same 'S_SKIN' name. If this is a problem  you can add any characters after the 'S_SKIN' letters, so that  your wad editor doesn't complain. Example: S_SKIN1, S_SKIN2, ...  Legacy will search only for the first 6 letters.  Format of the text file:   // comments start with '//'   name = <skin name>        <- give the name of your skin max 16 chars                                NO SPACES!   sprite = XXXX             <- identify the sprites to use for this skin                                4 characters, optional.   face   = XXX              <- identify the status bar face graphics to                                use for this skin. MUST be 3 characters   dsouch   = dsXXXXXX       <- replace one of the 10 customisable sounds   dsplpain =                   with a new sound. The new sound name MUST   dspdiehi =                   start with letters 'DS'   dsoof    =   dsslop   =   dspunch  =   dsradio  =   dspldeth =   dsjump   =   dsouch   =-----------[3] EXAMPLE-----------An example is better than 1000 words, so here we go.Here's a sample of a text file that you could have into the 'S_SKIN'resource:----------------------------------// Terminator skin by xxx mail me yyy@myhouse.comname = terminatorsprite = TERMface = TERdsouch =   dstmouchdsplpain=dstmpaindsslop   = dstmexpl----------------------------------As you see each line looks like: <property> = <value>Let's study each line one by one:// Terminator skin by xxx mail me yyy@myhouse.com    This is just a comment line. Comments start with '//'.    Use comments to put author information. The comments    are not displayed anywhere into the game, but they may    be useful if someone hacks your wad, he/she'll know    where it comes from and who did it.name = terminator    This tells that the skin name is 'terminator'.    The skin name is displayed in the multiplayer->setup menu.    It is used by the 'skin' command, in the console. You would    type 'skin terminator' at the console to change the skin    manually, of course it's easier to use the multiplayer menu.    The skin name must be UNIQUE : if there are two skins in    a wad with the same name, whatever different may be the    graphics, only the first skin will be used.    The skin name is also displayed in the TEAMPLAY Rankings,    when using 'teamskins'. Since each team is identified by    a skin in 'teamskin' mode, the rankings would show like this:                    107   LEPRECHAUNS TEAM                     98   TERMINATOR TEAM    As you see, the name of the skin is used as the name of the    team.    If you don't specify the name of the skin, it receives a    name like 'SKIN 1', 'SKIN 2', etc.. not fun.    ATTENTION: the name can't have spaces in it... for example    a name like 'blues brothers' will make Legacy quit with    a message like "unknown 'brothers' keyword". We should fix    that later.sprite = TERM    Tells the name of the sprite to use for the skin. Sprites in    Doom uses only 4 letters, the original player graphics sprite    is 'PLAY'. The line above tells Legacy to look for TERMA1    instead of PLAYA1, TERMA2A8 instead of PLAYA2A8 etc...    It is not needed to rename the player sprites like this.    It is usually simpler to put all the sprites _JUST AFTER_    the S_SKIN resource. Example:    S_SKIN    TERMA1    TERMA2A8    TERMA3A7    TERMA4A6    etc...    Note that if you put the sprites just after S_SKIN, the sprite    name doesn't matter, Legacy looks for the first sprite name,    and continue to collect all the frames with the same sprite    name, until the name has changed, or the end of the wadfile.    You will want to rename the skin sprites only if your wad    editor requests that all resources have a _unique_ name.    Since you can use any name for the sprites, even without    using the 'sprite = xxxx' statement, you will probably need    this only if you really can't get the sprites ordered just    after the S_SKIN resource.    Note: _ALL_ the frames of the player sprites must be replaced.face = TER    All the status bar face graphics resources in Doom wad have    the name start with 'STF' : STFST01, STFGOD0, STFDEAD, etc...    This lines simply tells _3 LETTERS_ to use in place of 'STF'.    So in this example Legacy will look for 'TERGOD0' instead of    'STFGOD0', 'TERST01' instead of 'STFST01', etc...    Attention : the STPB0-STPB3 resources are no more used.                the STFB1,STFB2,STFB3 resources of the original                Doom are no more used. Doom Legacy only uses                STFB0, and remaps the green color to the color                of the player, just like for the sprites.    Note 1: contrary to the sprites renaming, you MUST use this            line in order to change the status bar face graphics.    Note 2: remember you must replace _ALL_ the status bar face            graphics, that is: provide a replacement for all            the resources that start with 'STF'.dsouch =   dstmouchdsplpain=dstmpaindsslop   = dstmexpl    These lines tells new sounds to use for that skin in particular,    in place of the game's original sounds.    Up to 10 sounds can be replaced, the sounds are related to the    player actions:    DSOOF    DSNOWAY    DSPLPAIN    DSPLDETH    DSPDIEHI    DSSLOP    DSPUNCH    DSRADIO    DSJUMP     <- jump sound                      (Doom Legacy sound)    DSOUCH     <- hurt sound when hitting ceiling (Doom Legacy sound)    For each sound to replace, use a line like:      <original sound resource name> = <new sound resource name>    Any of the 10 sounds can be replaced, or all.    The sounds that are not replaced will sound just like the original.    Note: the replacement sounds doesn't have to be new sounds, you can          use any sound from the game. For example, if you create an          imp skin, you could replace the player sounds with the imp          sounds.-------------------[4] TECHNICAL BLURB------------------- [4-1] Skins and sprites in pwad -------------------------------   If you have a wad with skins _AND_ other sprite replacements,   make sure you use S_START, S_END sprite section markers so   that the skin sprites are not replacing the default player   sprites, in case you use 'PLAY' for the skin sprites. If the   PLAYxxxx skin sprites are _outside_ of the sprite section   markers, they will not be mistaken as the default player   sprites. [4-2] Same resource name on different pwads -------------------------------------------   To make it clear : Legacy will add skins _WAD PER WAD_. Which   means it doesn't bother at all if there are resources with the   same name in different pwads.   In fact, Legacy doesn't even bother if you put several markers   with the same name in a pwad (multiple 'S_SKIN' for example).   We added support for 'S_SKINxx' where xx can be any character,   just because some wad utilities don't like multiple resources   of the same name.   You could for example use the same sprite name for several   skins into _one_ pwad, since they are delimited by skin   markers (S_SKIN).---------[5] TOOLS---------That's it. Creating skins is very easy, provided you have the tools.We recommend NWT 'New Wad Tools' version 1.3, by Denis M鰈ler. Thisprogram allows to insert new resources, rename it, insert raw datainto resources (which is how we insert text files into Doom wadresources).Another common wad utility is 'WinTex' version 4.0, by Olivier Montanuy.This is similar to NWT, but it will run under Windows only.If you have questions regarding the WAD tools in particular, pleaseconsult the Doom editing newsgroups, or ask questions on the DoomLegacy forum (http://legacy.newdoom.com).Have fun!

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