A configurable command line tool for converting Wolfenstein 3D maps into a Doom WAD.
wolf2wad [-c <file>] [-i <maphead> <gamemaps>] [-l <level>] [-o <file>]
Rushed in 3 days, so some of it is ugly, repetitive and/or redundant. Only tested on Windows.
For config properties, see either CONFIG.md
for a glossary or config.json
for a more complete example. Basically you can configure what each tile number
will correspond to (walls, doors, objects, areas/floorcodes, etc.).
Definitions are based on ChaosEdit's Wolfenstein 3D mapobjects list and
DoomEdNums are from WOLFDOOM.wad
(check the DECOHACK lump).
Thanks to cwolfmap for RLEW and Carmackize decompression algorithms.
The output may contain the following oddities:
| Oddity | Example |
|---|---|
| Output won't contain nodes. Get a node builder for that. | Running the output WAD directly in DSDA-Doom. |
| Pushwalls won't work properly when there is another pushwall next to it. | Wolfenstein 3D, E1M10 |
| If a map's border isn't covered with a wall, it may cause a HOM. | Wolfenstein 3D, E1M3 |
| Wolfenstein 3D uses floor codes for sound propagation, so all sectors based on the same floor code (or tile ID) are joined and may be separated between other floors with sound blocking linedefs. | A lot of maps. |