Jump to content

What are the modern equivalents of EdMap, DCK, BSP, Wintex and DeHacked?


Recommended Posts

I decided to re-create/finish an old Doom 2 WAD from the 90s that was never completed, but a lot of blueprints were left to see.

 

Circa 1998, these were the tools used:

 

EdMap - level editor

DCK - level editor

BSP - node editor

Wintex - graphics editor

DeHacked - exe editor

 

Obviously option 1 would be to find a program that allows me to port old Windows applcations to Windows 10.

 

But, for the record, what is the nearest modern equivalent to the above tools?

Share this post


Link to post

Doom Tools is also worth a look. At least it has a powerful tool (WTexScan + WTEXport) for automating the compilation of used textures on the map from linked texture packs.
 

Aseprite for working with graphics, sprites, textures.
 

Audacity or GoldWave for working with sounds.
 

Keppy's Midi Converter for converting midi to mp3, ogg, wav.

Edited by DRON12261

Share this post


Link to post
5 hours ago, DRON12261 said:

Doom Tools is also worth a look. At least it has a powerful tool (WTexScan + WTEXport) for automating the compilation of used textures on the map from linked texture packs.
 

Aseprite for working with graphics, sprites, textures.
 

Audacity or GoldWave for working with sounds.
 

Keppy's Midi Converter for converting midi to mp3, ogg, wav.

 

Just being curious: Why would you want to convert a midi file to an audio file in Doom editing? The other way round would make more sense to me, but I guess that's not a thing (for obvious reasons).

Share this post


Link to post
5 minutes ago, Grizzly Old B said:

 

Just being curious: Why would you want to convert a midi file to an audio file in Doom editing? The other way round would make more sense to me, but I guess that's not a thing (for obvious reasons).

To simply convert the needed music and feed it to any player for comfortable listening anywhere. Or there is another moment, when midi can be played by a huge number of different strange soundfonts, but you would like to play rendered midi on your map exactly with the right soundfont.

Share this post


Link to post
39 minutes ago, Grizzly Old B said:

 

Just being curious: Why would you want to convert a midi file to an audio file in Doom editing? The other way round would make more sense to me, but I guess that's not a thing (for obvious reasons).

 

It is a thing, but the quality of output tends to be inconsistent at best and you'll usually only get a rather messy (combined) track out of it. Same basic principle as the sort of beat/rhythm/melody detection algorithms you find in procedural rhythm games such as Audiosurf. 

 

Sometimes it's actively simpler to make a MIDI cover than to try and convert a complex song. A cover just needs a notesheet for the instruments and the patience to transcribe it into a set of tracks using the right instruments.

Edited by Zerofuchs
Minor tweak for clarity

Share this post


Link to post
1 hour ago, DRON12261 said:

To simply convert the needed music and feed it to any player for comfortable listening anywhere. Or there is another moment, when midi can be played by a huge number of different strange soundfonts, but you would like to play rendered midi on your map exactly with the right soundfont.

 

Sounds very valid. Thanks for elaborating!

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...