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A simple WAD extraction command line tool for Doom-engine mods
56d1e69f30
This fixes #13 |
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.github/workflows | ||
zlib | ||
.gitignore | ||
CMakeLists.txt | ||
convert.cpp | ||
copying.txt | ||
fileformat.cpp | ||
fileformat.h | ||
main.cpp | ||
README.md | ||
resourcefile.h | ||
tarray.h | ||
wadext.cpp | ||
wadext.h | ||
wadfile.cpp | ||
wadman.h |
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.
Compile instructions
git clone https://github.com/coelckers/wadext.git
cd wadext
cmake .
cmake --build .