A simple WAD extraction command line tool for Doom-engine mods
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Christoph Oelckers 132f038718 - added Build GRP extraction function.
Unlike for WADs this will just dump the content to a subdirectory without analyzing anything.
2021-08-08 09:13:29 +02:00
zlib - added missing zlib code. 2016-11-10 20:45:59 +01:00
.gitignore CMake Flags C++11 extensions support 2017-09-11 23:11:33 +03:00
CMakeLists.txt - fix compiling on Ubuntu 2018-01-08 21:44:09 +01:00
convert.cpp - fix compilation error with non-MSVC toolchains 2016-11-12 12:03:29 +02:00
copying.txt - version 1.0. 2016-11-10 19:56:16 +01:00
fileformat.cpp Fixed compilation error 2016-12-01 09:45:52 +01:00
fileformat.h - fix compilation error with non-MSVC toolchains 2016-11-12 12:03:29 +02:00
main.cpp - version bump. 2016-11-12 12:16:34 +01:00
README.md Formatting and links 2017-09-11 22:06:25 +03:00
resourcefile.h - added Build GRP extraction function. 2021-08-08 09:13:29 +02:00
tarray.h - version 1.0. 2016-11-10 19:56:16 +01:00
wadext.cpp - added Build GRP extraction function. 2021-08-08 09:13:29 +02:00
wadext.h - version 1.0. 2016-11-10 19:56:16 +01:00
wadfile.cpp - added Build GRP extraction function. 2021-08-08 09:13:29 +02:00
wadman.h - fix compilation error with non-MSVC toolchains 2016-11-12 12:03:29 +02:00

wadext

Intro

A simple WAD extraction command line tool for Doom engine (id Tech 1) mods.

Usage

wadext [options] filename

Options

-nogfxconvert : Leave Doom format patches and flats in their original form, if not specified they will be converted to PNG.

-nosndconvert : Leave Doom format sounds in their original form, if not specified they will be converted to WAV.

-heretic, -hexen, -strife: Force usage of the named game's palette if the WAD does not contain one. Default is Doom palette

-strip: Remove node lumps from extracted maps.

-tx: Converts a set of TEXTURE1/TEXTURE2/PNAMES in the current directory to a textures.txt file.