HOW TO: Create an IWAD?
Posted: Thu Dec 16, 2010 19:43
HOW TO: Create an IWAD?
Now that I'm back and activitly working on my Star Wars Legacy project again, I would really like to scrap my original resource pWAD and build up an iWAD instead, using bits and pieces I've put together for the old resource wad, and creating new bits and pieces to take advantage of some of GzDOOM's features, yet with the primary goal being to maintain compaiblity with the recent (and future) source enhancements that have been brought to Odamex.
I would like to post this question on DOOM World where the majority of the community resides, but I'm afraid my sharp tongue got me banned from there years ago, so I must rely upon sub-communities such as this for help, though as fate would have it, it would seem that the majority of my favorite members from DOOM World (and New DOOM) all pretty much hang out here anyhow, so all is well.
What I would like to know, and what I was in the process of learning how to do when I was last working on the Star Wars project, is how to create an iWAD in order to make my project 100% "DOOM2.WAD" free.
What I had done in the past was use FREEDOOM.WAD as a base, then I would add in scripts, flats, patches, and what have you via Wintex and XWE, slowly replacing all traces of FREEDOOM with my own material.
Now for reasons I'm just now coming to understand, I really made a mess of the FREEDOOM.WAD and ended up with a working custom iWAD, that was also littered with garbage, and at times produced garbage within the game itself such as corrupted textures, non-playing music, missing or misplaced sprite frames, etc. (BEX and DEH are a LOT to wrap one's mind around).
Now that I've decided once more to rebuild my Resource iWAD from scratch, I would like to know in advance if I am wasting my time by replacing resources in the FREEDOOM.WAD with my own, and if I should just create a new iWAD from scratch. Then, if this is the most practical course to take, how would I go about doing so, what is the anatomy of an iWAD, what makes it tick, what are it's requirements, etc.?
Or, if by simply replacing the resources within FREEDOOM.WAD with my own, are there any inconsistansies that I should be aware of? I.E. I noticed that FREEDOOM.WAD has textures that are not present in DOOM2.WAD. Considering that my project will have nothing to do with DOOM 2, I don't see how this will cause a problem, but I am concerned that there might also be differences with FREEDOOM.WAD's sprite sytem in relation to DOOM2.WAD's, things that might perhaps cause conflicts with my already existing BEX and DEH code. Am I being paranoid here, or is this so?
I can't think of any other questions at the moment, but I thank you all in advance for what ever light you might be able to shed on this subject, and I wanted to say that it feels great to be back, thanx again for the warm reception!
Now that I'm back and activitly working on my Star Wars Legacy project again, I would really like to scrap my original resource pWAD and build up an iWAD instead, using bits and pieces I've put together for the old resource wad, and creating new bits and pieces to take advantage of some of GzDOOM's features, yet with the primary goal being to maintain compaiblity with the recent (and future) source enhancements that have been brought to Odamex.
I would like to post this question on DOOM World where the majority of the community resides, but I'm afraid my sharp tongue got me banned from there years ago, so I must rely upon sub-communities such as this for help, though as fate would have it, it would seem that the majority of my favorite members from DOOM World (and New DOOM) all pretty much hang out here anyhow, so all is well.

What I would like to know, and what I was in the process of learning how to do when I was last working on the Star Wars project, is how to create an iWAD in order to make my project 100% "DOOM2.WAD" free.
What I had done in the past was use FREEDOOM.WAD as a base, then I would add in scripts, flats, patches, and what have you via Wintex and XWE, slowly replacing all traces of FREEDOOM with my own material.
Now for reasons I'm just now coming to understand, I really made a mess of the FREEDOOM.WAD and ended up with a working custom iWAD, that was also littered with garbage, and at times produced garbage within the game itself such as corrupted textures, non-playing music, missing or misplaced sprite frames, etc. (BEX and DEH are a LOT to wrap one's mind around).
Now that I've decided once more to rebuild my Resource iWAD from scratch, I would like to know in advance if I am wasting my time by replacing resources in the FREEDOOM.WAD with my own, and if I should just create a new iWAD from scratch. Then, if this is the most practical course to take, how would I go about doing so, what is the anatomy of an iWAD, what makes it tick, what are it's requirements, etc.?
Or, if by simply replacing the resources within FREEDOOM.WAD with my own, are there any inconsistansies that I should be aware of? I.E. I noticed that FREEDOOM.WAD has textures that are not present in DOOM2.WAD. Considering that my project will have nothing to do with DOOM 2, I don't see how this will cause a problem, but I am concerned that there might also be differences with FREEDOOM.WAD's sprite sytem in relation to DOOM2.WAD's, things that might perhaps cause conflicts with my already existing BEX and DEH code. Am I being paranoid here, or is this so?
I can't think of any other questions at the moment, but I thank you all in advance for what ever light you might be able to shed on this subject, and I wanted to say that it feels great to be back, thanx again for the warm reception!