[WIP] Necrodome Resources
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
Consult the Resource/Request Posting Guidelines for more information.
Please don't put requests here! They have their own forum --> here. Thank you!
Before posting your Resource, please make sure you can answer YES to any of the following questions:
- Is the resource ENTIRELY my own work?
- If no to the previous one, do I have permission from the original author?
- If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
Consult the Resource/Request Posting Guidelines for more information.
Please don't put requests here! They have their own forum --> here. Thank you!
Re: [WIP] Necrodome Resources
well bump here i spend some time to understand how data stores at NECRO.POD file.
7 bytes; char* PODFILE
5 bytes; unknowndata ?
4 bytes; int (int numfiles) its number files number strings we can get it from end of file table, the names delimited by '\0' byte (big endian)
4 bytes; int (int offset) //offset where is file table starts (big endian)
4 bytes; int (int size) //size of filetable after offset (big endian)
int size_of_file = offset + size;
40 bytes; unknowndata ? still continue header
ok going to filetable by offset
structure of filetable
32 bytes per one file
file_names_starts_at = offset + 32 * numfiles;
ok going to offset that we get from - file_names_starts_at
first file name is math for a first record at filetable
char* name_of_file
file names is delimited by \0 a zerobyte
going back to filetable
from these 32 bytes is:
4 bytes; int offset where file start (big endian)
2 bytes; short the file size (big endian)
26 bytes; unknowndata ?
from first record of filetble going to offset, readin from offset to file size first name according is palette
768 bytes palette
the next record is
768 bytes buypal
edit since source dies i reupload it here
http://heretics-hexens.ucoz.com/necrodome/weap/
an here
http://heretics-hexens.ucoz.com/necrodome/pkup/
7 bytes; char* PODFILE
5 bytes; unknowndata ?
4 bytes; int (int numfiles) its number files number strings we can get it from end of file table, the names delimited by '\0' byte (big endian)
4 bytes; int (int offset) //offset where is file table starts (big endian)
4 bytes; int (int size) //size of filetable after offset (big endian)
int size_of_file = offset + size;
40 bytes; unknowndata ? still continue header
ok going to filetable by offset
structure of filetable
32 bytes per one file
file_names_starts_at = offset + 32 * numfiles;
ok going to offset that we get from - file_names_starts_at
first file name is math for a first record at filetable
char* name_of_file
file names is delimited by \0 a zerobyte
going back to filetable
from these 32 bytes is:
4 bytes; int offset where file start (big endian)
2 bytes; short the file size (big endian)
26 bytes; unknowndata ?
from first record of filetble going to offset, readin from offset to file size first name according is palette
768 bytes palette
the next record is
768 bytes buypal
edit since source dies i reupload it here
http://heretics-hexens.ucoz.com/necrodome/weap/
an here
http://heretics-hexens.ucoz.com/necrodome/pkup/
Re: [WIP] Necrodome Resources
Hmm, I documented this at some point but never got 'round to adding support to SLADE3. I should pick that up again.
Re: [WIP] Necrodome Resources
Yes i want to see it in SLADE3 too, at least realized in beta version, to open necro.pod file and show all files so i can extract it and try to understand their format, cuz extracting 3008 files using hexeditor is very painful and time consuming =0. So there need help, if something not clear here i can explain more, i clearly understand structure of necro.pod file.
Re: [WIP] Necrodome Resources
my bad i do mistake about big endian, all data stores in little endian format. also i added more structured description of file format here:
http://wiki.xentax.com/index.php/Necrodome_pod
http://wiki.xentax.com/index.php/Necrodome_pod
Re: [WIP] Necrodome Resources
Some good news:
XWE can show filenames when we open necro.pod file.
You just need to delete xwe.ini file to fix entry names in necro.pod file
Also inside palettes folder you must place necro.act file -> http://heretics-hexens.ucoz.com/temp/necro.act
It as before doesnot recognize some formats, but you can now export these lumps with proper names, archive contains 3008 files and 3006 can be exported.
If i import it to slade, one weapon frame is recognized but shows incorrect.
look
XWE can show filenames when we open necro.pod file.
You just need to delete xwe.ini file to fix entry names in necro.pod file
Also inside palettes folder you must place necro.act file -> http://heretics-hexens.ucoz.com/temp/necro.act
It as before doesnot recognize some formats, but you can now export these lumps with proper names, archive contains 3008 files and 3006 can be exported.
If i import it to slade, one weapon frame is recognized but shows incorrect.
look
- eclipse
- Posts: 92
- Joined: Sun Sep 01, 2013 4:44 pm
- Preferred Pronouns: She/Her
- Operating System Version (Optional): where did the discord field go
- Location: meowmeowmeowmeow
Re: [WIP] Necrodome Resources
Yay, I've always loved the art style of Necrodome.
Last edited by eclipse on Sun Nov 16, 2014 10:36 am, edited 1 time in total.
- NeuralStunner
-
- Posts: 12326
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: [WIP] Necrodome Resources
Awesome! Does this mean that a full paletted sprite dump is on the way? (Right now I only have the enemies/props sheets from TSR.)
Re: [WIP] Necrodome Resources
Xaser got a legit rip of the HUD weapons some time ago; http://forum.zdoom.org/viewtopic.php?f= ... me#p598039NeuralStunner wrote:Awesome! Does this mean that a full paletted sprite dump is on the way? (Right now I only have the enemies/props sheets from TSR.)
Re: [WIP] Necrodome Resources
The HUD and Weapon Sprites can't be downloaded, links dead =(
Re: [WIP] Necrodome Resources
Here ya go, http://www.sendspace.com/file/6x9ofxRaVeN-05 wrote:The HUD and Weapon Sprites can't be downloaded, links dead =(
Somebody should probably stitch up a sheet and post them or something.
*EDIT*
Then again, you can also find them here; http://forum.zdoom.org/viewtopic.php?f= ... 04#p601304. Dunno how I forgot about that.
Re: [WIP] Necrodome Resources
Yeah, I kinda got lazy after I figured out enough of the format to extract 'em manually and use them in my own mod. Blarb.
At some point, though, it'd be neat to add at least read support to SLADE. The POD format is a barely-modified WAD and the "unrecognized" graphics that XWE can't read are in a row-major Doom Patch format variant, meaning that I can likely augment SLADE's existing functionality rather than having to rewrite a bunch o' junk from scratch.
At some point, though, it'd be neat to add at least read support to SLADE. The POD format is a barely-modified WAD and the "unrecognized" graphics that XWE can't read are in a row-major Doom Patch format variant, meaning that I can likely augment SLADE's existing functionality rather than having to rewrite a bunch o' junk from scratch.
- TheMightyHeracross
- Posts: 2100
- Joined: Sun Aug 18, 2013 9:41 am
- Location: Philadelphia, PA
Re: [WIP] Necrodome Resources
Use SLADE 3, it's better and more up to date than XWE.RaVeN-05 wrote:
Re: [WIP] Necrodome Resources
SLADE 3 unfortunately doesnot support Necrodome, but hope will be in future.TheMightyHeracross wrote:Use SLADE 3, it's better and more up to date than XWE.
Re: [WIP] Necrodome Resources
Work in progress!
All Sounds, All music, Some Graphics.
http://heretics-hexens.ucoz.com/necrodome/NECRODOME.7z
All Sounds, All music, Some Graphics.
http://heretics-hexens.ucoz.com/necrodome/NECRODOME.7z