Wrack
Knee-Deep in the Dead
Johnny 22 Mar, 2014 @ 4:29pm
[Tutorial] Use shareware Doom textures instead of Free Doom textures
Notes before starting:
  • You will need to disable bloom in-game OR replace the bloom textures with your own. The bloom textures included with the mod don't match up with the textures in shareware Doom.
  • Don't distribute the textures without the copyright owner's permission (that much should be obvious).
  • Do not save over your Doom IWAD!


    Step 1: Downloads
    Doom Shareware[www.doomworld.com]
    Slade 3[devbuilds.drdteam.org]

    You will only need the IWAD file for Doom, you don't need the executable. As for Slade 3, extract the 7z file in a folder and run Slade.exe.

    Step 2: First time setup
    This step can be skipped if you already have Slade 3 installed.
    If Slade asks where to use the temporary folder, pick any of the options and click next. The next window should ask for a base resource archive. This isn't necessary for what we are doing, but you can point it to doom1.wad if you want. Click next. The final page is for node building. This can be ignored. Click finish.

    Step 3: Open Doom Shareware
    If you setup Slade 3 properly you should see the start page. Click Open Archive and browse to doom1.wad. You can also use the Open button at the top left. After opening the wad, you should see a list of files on the left side, including the textures and sounds.

    Step 4: Convert Textures - Part 1
    At the bottom of the entries list, click on the filter box and type in "texture" (without the quotes). This should filter the entries down to just one file (or more if you are using a registered version of Doom). Double click on TEXTURE1 to open it in a new tab. The entries window should now display the names of all of the textures in the game. You need to select all of the textures by clicking the first one, scrolling to the bottom of the list, then holding shift and clicking on the last entry. Right click on the selected entries, then click Export to -> Archive (as image). This should bring up the graphic conversion window. Select PNG (truecolor) in the "Convert To:" drop-down window. Click convert all. After it finishes, close out of the TEXTURE1 file.

    Step 5: Convert Files - Part 2
    You should be back in the main file now if you have been following everything correctly. Remove the filter that you applied earlier by deleting the text in the box at the bottom. Scroll down until you find the flat graphics located in between F_START and F_END (it should be close to the bottom of the archive). Select all of these textures, then right click, Graphics, Convert to... This should bring up the graphic conversion window again. Like before, select PNG (truecolor) then convert all. If you did everything correctly up to this point, all of your textures should be located near the bottom of the archive with colored text for the file names.

    Step 6: Put them in a mod for Wrack
    Outside of Slade 3, create a new folder with the name "textures" (without the quotes). Back in Slade, select all of the textures you converted, then right click -> graphics -> export as png. Browse to the textures folder you just created, and leave the file names ignored. Once the files have been exported and you fixed some issues (see the next step), you can close out of Slade. Zip up the textures folder and give it an appropriate name (feel free to change the extension to .wpk too). To test it out, just drag and drop your mod and the Knee-Deep in the Dead mod onto the Wrack executable.

    Step 7: Fix problem files
    Unfortunately, Wrack doesn't support non-power of two textures, so there will be some textures that cause errors. Here is the list of textures:
  • AASTINKY
  • BIGDOOR1
  • COMPUTE2
  • DOOR1
  • DOOR3
  • EXITDOOR
  • LITEBLU2
  • NUKE24
  • SW1COMM
  • SW1EXIT
  • SW2COMM
  • SW2EXIT
  • TEKWALL3

    I would recommend going through your zip file and deleting or modifying these files to be useable in Wrack.

    Also, there will be some naming conflicts with STEP1 and STEP2. You may need to export the files again and rename the flat textures to STEP_1.png and STEP_2.png