New - version .98 ( source included in src.zip ... originally compiled with djgpp ) now supports pcx/bmp/lbm formats. -- also supports palette entries. to add a palette, just make an entry with the palette file and a wadname of 'palette'.. like so: -------------------------- qpal.pal palette -------------------------- and the file will be written to the wad as a palette. also handles comments... to add a comment in a script file, just use '//' as you would in programming... like so: -------------------------- qpal.pal palette // this is the palette file -------------------------- I *think* it works. I'm very bad about thorough testing :) another note: if the program exits with an error, the .wad file will be incomplete ( there will be no wad directory in the file ) ... so uh.. don't try to use the wad until it pcx2wad makes it all the way through. =========================================== okay, this is a very easy program to operate -- simply make a script file for pcx2wad.. for example: ----script.txt----- tech06_2.pcx TECH06_2 stairs.lbm STAIRS crate0~1.bmp CRATE ------------------- note: pcx2wad only requires that the filename and the image's wad name be located on the same line, with whitespace in between. a new line must be used for each file and image-name pair. by running "pcx2wad script.txt wadfile.wad", a file called 'wadfile.wad' would be created, and it would contain 3 mip textures: TECH06_2, STAIRS, and CRATE. Use these names in .map files to specify which texture you want each face to have. when creating images, remember to use widths and heights that are multiples of 16 ... also use quake's palette to create the images, since that will be the palette used in the level, NOT the palette contained within the files. there seems to have been some confusion with sky textures. some have said that they do not work, but myself i didn't have any trouble. ( please correct me if the instructions below do not work ) make a 256x128 bitmap, and use the left 128x128 portion for the partially transparent part of the sky (fast-moving, lower clouds), and the right 128x128 portion for the further, slow-moving, solid cloud texture. i'm pretty sure the color index 0 is used for transparency. in case you're wondering, this program merely resamples the images at lower resolutions in order to create the mip textures. while this defeats the true purpose of mip-mapping, it gets the job done. i'm sorry about all the horribly-aliased textures that will probably be created as a result of using this program, but i really need to get started on other things. ( specifically a new 3ds->map converter ) oh! another note: fullbright colors are the last 32 in the palette ( pretty sure about this ) ... stay away from them unless you want a particular part of your bitmap to remain fully lighted at all times. email ac447@rgfn.epcc.edu with any comments or suggestions (this is probably the last major modification i will make to this program)