Skip to content

localins/wolf2wad

Repository files navigation

wolf2wad

A configurable command line tool for converting Wolfenstein 3D maps into a Doom WAD.

Usage

wolf2wad [-c <file>] [-i <maphead> <gamemaps>] [-l <level>] [-o <file>]

Details

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.

Oddities

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.

About

Wolfenstein 3D map to Doom WAD converter

Resources

Stars

Watchers

Forks

Packages

 
 
 

Contributors