agwoodliffe88 Posted April 18, 2024 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? 0 Quote Share this post Link to post
agwoodliffe88 Posted April 18, 2024 4 minutes ago, MFG38 said: UDB, SLADE and WhackEd. thanks 0 Quote Share this post Link to post
DRON12261 Posted April 19, 2024 (edited) 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 April 19, 2024 by DRON12261 2 Quote Share this post Link to post
Grizzly Old B Posted April 19, 2024 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). 0 Quote Share this post Link to post
DRON12261 Posted April 19, 2024 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. 0 Quote Share this post Link to post
Zerofuchs Posted April 19, 2024 (edited) 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 April 19, 2024 by Zerofuchs Minor tweak for clarity 0 Quote Share this post Link to post
Grizzly Old B Posted April 19, 2024 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! 2 Quote Share this post Link to post
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