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EMUSv2: Collection of tools for Doom modding


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I assume you're referring to WET(wad editing tool). Well it's obviously nowhere near as powerful as Slade, but it does all the basic import/export stuff. Most of the core functionality was done at a time when getting Wintex to work on modern Windows was hard, XWE was abandoned and Slade had yet to make an appearence. Languished on my hard drive for years:)

Anyway, glad you like it!

Edited by Lobo

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  • 1 month later...

Updated: Allow editing of COALHUDS lump. Also a couple of bug fixes.

 

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Updated:

-UI improvements

-massive wad loading speed boost

-DDF Offline has COAL documentation

-bug fixes

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On 6/19/2020 at 4:38 AM, Lobo said:

I assume you're referring to WET(wad editing tool). Well it's obviously nowhere near as powerful as Slade, but it does all the basic import/export stuff. Most of the core functionality was done at a time when getting Wintex to work on modern Windows was hard, XWE was abandoned and Slade had yet to make an appearence. Languished on my hard drive for years:)

Anyway, glad you like it!

 

Yeah, i never touch XWE again after it destroyed my wad just for not closing it properly.

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I'll be uploading a new version this weekend. Bug fixes mainly.

 

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It's uploaded.

 

By the way, the Wad Editing Tool(WET) will never destroy your wad if it crashes while doing something because it loads everything into RAM, and everything you do is working on the copy in memory. When you hit "Save" THEN you're overwriting the wad on disk. So if you're worried, always "save as" and give it a different name.

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  • 1 month later...

New version released.

 

Changes:
WET: cut/paste wad lumps.
WET: search for a lump. Partial searches allowed e.g. "DDF" will find everything that has ddf in the name like DDFIMAGE, DDFTHING etc
MST: improved the default action pointers when generating the ddf code.
DDF code editor: now has the same Code Snippets feature as RTS-IDE.
DDF code editor: added a colour picker to make it easier doing #99ff00 kind of commands.
IDT: Improvements to interface to make it more understandable.
General: lots of minor bug fixes.

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  • 6 months later...

New version available.

unknown.png.28a7e72e8bc3169b3dadeaa4c7d93990.png

 

Changelog:

 

EMUS->WET Image Offset editor for sprites and graphics. 
-- Handles DDFIMAGE-defined graphics(png) as well as normal Doom. 
-- Allows loading a reference image in the background to make offsetting easier for things like weapon flash. 
-- PNG images will be displayed using the information from DDFIMAGE (e.g. Scaling, X and Y offsets).

 

EMUS->WET Automatic processing/handling of DDFIMAGE lump: 
-- Context menu options to add image to DDFIMAGE lump.
-- Deleting/Renaming an image lump will automatically update DDFIMAGE. 
-- Any pngs used for sprites or gfx will have FIX_TRANS=BLACKEN added to the DDF entry automatically.

 

EMUS->WET contextual(right click) menu now disables options which don't make sense for the selected entry.

 

EMUS->WET: Vastly improved playback of SFX lumps (including OGG).

 

EMUS->WET: Allow duplicate names.

 

EMUS->DDF Offline: updated to 2.x compliance (Finally!)

 

EMUS->General bug fixes and GUI improvements

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New version update.

-Bug fixes

-Improvement to offsetting GUI

-Tweaks

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  • 2 years later...

Not in the immediate future, no.

 

If I add more model formats then mdl and md3 take precedence first I'm afraid.

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1 hour ago, Lobo said:

If I add more model formats then mdl

Interesting. MDL format is it quakes 1 or half-life?

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Quake. EDGE-Classic supports  3 quake model formats.

Edited by Lobo

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