Usage
A few notes about how to use this program;
- As input it expects proper WAD files with it's patches lumps put inbetween PP_START or P_START and PP_END or P_END lumps. Same goes for sprites and flats (SS_* and FF_* type markers).
- It will not copy over anything into the WAD file that it generates aside from patch image lumps, flats, sprites, TEXTURE1 and PNAMES lumps. It will not modify the original files in any way either.
- It does not support The Ultimate Doom's TEXTURE2 lump at the moment. I'll probably amend support for it later. Basically this means that you can't use WADs designed for pre-Doom 2 games with this.
- It will take all maps it find in a PWAD, sort them by map number and then append them into the maps it has already found. So if you had two WADs both with maps ranging from MAP01 to MAP05, you would end up with a WAD containing MAP01 to MAP10.
- SCRIPTS lumps are lost when merging maps. Minimalism, man.
- MAPINFO merging is part of maps merging; if a MAPINFO lump is found it is parsed and added to the maplist. If no MAPINFO lumps were found in any of the WADs then none will be written to the final WAD either.
If you want to merge for example the WADs zdctfmp.wad, zdctfmp2.wad and zdctfmp3-.wad, simply select your Doom 2 IWAD, select
a destination WAD that you want the data to end up in, add the ZDCTFMP WADs to the list and hit the Start button. It will ask about
lumps that it encounters twice, and will ask you which version to keep in the final WAD. Use the Rename button to rename the entry
it's displaying. Hit Restore after that to restore the original name.
Hit the checkbox on the bottom of this decision window to keep using the WAD that you selected until it starts working on another WAD
or starts working on another type of lumps. This option is not available when the entry is being renamed.
Error message?
If the program complains about any missing DLL or OCX file, please download and install the following file:
http://www.teamhellspawn.com/exl/files/vbredist.exe
It will install some runtime components in your windows\system or windows\system32 folder. Please note that they cannot
be uninstalled by the use of an uninstaller, because I didn't include any. The files it installs are harmless and may very
well be used by other programs on your computer.
About
Texture Merger was created by Dennis 'Exl' Meuwissen, who spends far too much time on useless things like this.
MATH.DLL and part of the SHA256 code by David Svaiter. Other SHA256 code by Phil Fresle.
This program is freeware, you can distribute it to whomever you like, however you like, as long as this readme file is distributed
intact with it. Source code in Visual Basic 6 is available at request from the author.
If you find any bugs, please let me know about them. A thorough description of how to reproduce the bug would be very helpful in fixing it.
Drop your bug reports in to my email.
Changelog
Version 1.1
- Map merging, with both Doom and Doom 2 style map names (ExMx and MAPxx). Supports Hexen BEHAVIOR lumps too.
- Settings dialog which also allows you to choose which type of resources to merge (sprites, flats, etc.)
- Auto-pilot. When enabled it will not ask which one of the two duplicate named resources to use but use the last one (on the right) always.
- MAPINFO merging. Hopefully perfect too.
- Re-ordering of WADs loaded in the merging list using the arrow buttons.
- Duplicate lumps now can also be renamed.
Version 1.0
- Now also merges sprites and flats.
- Aptly renamed to WADMerge. What's in a name?
- Fixed overwrite prompt when selecting a destination WAD.
- Optimised hashing to not re-calculate hashes of lumps if they hadn't been calculated before.
Version 0.9