MOD Music
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Wintex will do it just fine, if you trick it. Make a new entry by name "colormap". Then browse to your .mod file and import it. Then, rename "colormap" to a standard doom/doom2 name, or give it a unique name and reference it in mapinfo.
Wintex expects to see a "mus" format and gives an error if the format is not mus. If you instead import something like colormap, which is recognized as "data", Wintex accepts anything.
Wintex expects to see a "mus" format and gives an error if the format is not mus. If you instead import something like colormap, which is recognized as "data", Wintex accepts anything.
Yes, probably it's biggest shortcoming is that it can't add extra lumps into a map definition. The BEHAVIOR lump invariably gets stripped when extrating Hexen-style maps and overwritten when merging two or more such maps. A real bummer.Graf Zahl wrote:Deutex will put almost anything in the WAD without complaining - except Hexen-style levels (which makes it practically useless for ZDoom development)
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You can use Patcher (Jim Flynn's program) to assemble nearly anything. I use it in Daedalus because of the complexity of the project and the desire to be able to do it all from the command line/batch file. Some resource files in the project are auto-generated at build time, for instance, so it's not a fixed, repeatable list of resources.
Patcher also allows me to carve up a graphic into multiple resources, and (prior to TX) I could reference files easily for use as flats or textures. You do have to tweak the ini file for it to understand new things, but even the definition of a map resource can be arbitrarily altered, as we had to do when moving to Hexen/ZDoom maps.
I think it can read a Deutex file as-is; certainly the format is based on that.
ftp://3darchives.in-span.net/pub/idgame ... atcher.txt
ftp://3darchives.in-span.net/pub/idgame ... atcher.zip
Patcher also allows me to carve up a graphic into multiple resources, and (prior to TX) I could reference files easily for use as flats or textures. You do have to tweak the ini file for it to understand new things, but even the definition of a map resource can be arbitrarily altered, as we had to do when moving to Hexen/ZDoom maps.
I think it can read a Deutex file as-is; certainly the format is based on that.
ftp://3darchives.in-span.net/pub/idgame ... atcher.txt
ftp://3darchives.in-span.net/pub/idgame ... atcher.zip
Are you sure you have the newest version? Some versions wouldn't allow playing of MOD music, but the newest one (52.cab) works fine.jsa500 wrote:I've managed to get an xm file into my wad using wintex, I renamed it to D_RUNNIN but when I load my level which is map01 no music plays. Is there something I've missed?
Maybe - go into options, sound options, and check the music volume sliders. There are two adjustments, one for midi and one for other music formats.jsa500 wrote:I've managed to get an xm file into my wad using wintex, I renamed it to D_RUNNIN but when I load my level which is map01 no music plays. Is there something I've missed?
