A simple WAD extraction command line tool for Doom-engine mods
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file_rff.cpp - let's hope this works. 2021-08-16 09:04:37 +02:00
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fileformat.h - fix compilation error with non-MSVC toolchains 2016-11-12 12:03:29 +02:00
main.cpp - added RFF extraction as well. 2021-08-16 00:11:00 +02:00
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wadext.cpp - let's hope this works. 2021-08-16 09:04:37 +02:00
wadext.h - added missing header for POSIX wrappers 2021-08-16 10:39:26 +02:00
wadfile.cpp - added RFF extraction as well. 2021-08-16 00:11:00 +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.

Compile instructions

git clone https://github.com/coelckers/wadext.git
cd wadext
cmake .
cmake --build .