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Lexicon Wad Extractor Thing

Prerequisite:

Add the doom2.wad to the root folder

Notes:

    Zandronum still relies on the 8 char name limit,
    So to avoid conflicts we made use of an acronym system
    all mods must have a 4 letter arconym, this will be used to:
        - ID the mapset
        - Rename assets:
            - Textures, Flats, Patches, Sounds: xxxxyyyy (xxxx = acronym, yyyy = number)
            - Maps:                             xxxxyy (xxxx = acronum, yy = map number)
            - Sprites:                          xxyyzzzz (xx = 2 letter acronym, yy = number, zzzz = frame)
            - Text lumps:                       xxxxxxxx.yyyy.txt (xxxxxxxx = lump file name, yyyy = acronym)

Notes:
    Zandronum still relies on the 8 char name limit,
    So to avoid conflicts we made use of an acronym system
    all mods must have a 4 letter arconym, this will be use to:
        - ID the mapset
        - Rename assets:
            - Textures, Flats, Patches, Sounds: xxxxyyyy (xxxx is the acronym, yyyy is a number)
            - Maps:                             xxxxyy (xxxx is the acronum, yy is the map number)
            - Sprites:                          xxyyzzzz (xx is a 2 letter acronym, yy is a number, zzzz is the frames letters)
            - Text lumps:                       xxxxxxxx.yyyy.txt (xxxxxxxx is the name of the lump file, for example animdefs, yyyy is the acronym)

What Do

  1. Copy the wad file you want to convert into the root folder.

  2. Click Run.Bat.

  3. Follow the prompts:

     Prompt 1: Provide a 4 letter acronym for the mapset.
               Must be 4 letters
               Less than 4 letters will error
               More the 4 letters will be ignored
               Acronym will automaticly be made caps
    
     Prompt 2: Provide a 2 letter acronym for the sprites.
               Same rules as above
               Can be left blank if mapset has no sprites
    
     Prompt 3: Provide the name of the wad file
               Path does not need to be absolute, only the filename.wad is necessary
    
     Prompt 4: Provide the name of the iwad this file runs on
               Like the previous step, only filename.wad is necessary
    
     Prompt 5: Verbosity
               For debugging
               0 = Basic.
               1 = Detailed.
               2 = Spam all the things.
               3 = Same as 2, but includes logging of loading the doom2.wad.
               Blank = Same as 0
    
  4. If all goes well, the pk3 folder will have all your converted assets

     Copy the assets to the lexicon_base expansion pack pk3 folder
    
  5. Next you will need to modify the lexicon_base acs main.c file

     Modify and add up "#define MODCOUNT", so if its 19, you'll change it to 20
     Add the acronym you decided on to the int acronym_list[MODCOUNT] list
    
  6. Next is the language.txt file, this file is where all the data for the mapset lies

     To add a mapset, add the following information so lexicon can gather info for each mapset
    
     format: <acronym>_<key> = "string"
    
     General information
         ACRO_NAME               = "Woo Mapset";                 // The name of the mapset
         ACRO_DESCRIPTION        = "Woo Mapset doesnt exist";    // A description of the mapset
         ACRO_MAPCOUNT           = "32";                         // Number of maps this mapset has
         ACRO_STARTMAP           = "ACRO01";                     // The name of the first map of this mapset
         ACRO_THUMBNAIL          = "IMAGENAME";                  // An image to display for the voting UI
                                                                 // thumbnails are 192x108, with forced gl defaults
    
     Credits:
         ACRO_CREDITS0           = "Person1";                    // Who made the mapset
         ACRO_CREDITS1           = "Person2";                    // Who made the mapset
         ...
    
     Start Items:
         ACRO_STARTITEM1         = "AcroFist:1";                 // Players start with the 1 AcroFist
         ACRO_STARTITEM2         = "AcroPistol:1";               // Players start with the 1 AcroPistol
         ACRO_STARTITEM3         = "Soulsphere:1";               // Players start with a Soul Sphere
         ...
    
     Take Items:
         ACRO_TAKEITEM1          = "Fist":1;                        // Remove the Doom Fist from players as they spawn
         ACRO_TAKEITEM2          = "Pistol":1;                   // Remove the Doom Pistol from players as they spawn
         ...
    
     Actor Replacers:
         ACRO_REPLACER0          = "ZombieMan:Archvile";         // A replacement define, Archviles will spawn in the place of Zombiemen for all levels in this mapset.
         ACRO_REPLACER1          = "ShotgunGuy:CoolImp";         // CoolImp will spawn in the place of ShotgunGuy for all levels in this mapset.
         ...
    
  7. Run zandronum.exe with the git lexicon pk3 folder listed first, and git lexicon_base pk3 folder second

     Zandronum.exe -file "lexicon\pk3" -file "lexicon-base\pk3"
    

Disclaimer

This tool will allow one to extract full mapsets including most of their resources such as textures, sounds, sprites etc to be able to be placed in a mapset compliation easily. Please note that we are not resposible should you decide to use this tool in a way where you infringe on peoples permissions of a mapset. Some people may not give you permission to add their works into a compilation or to put it bluntly, to rip peoples work. Always get permission from the author before you extract their work!!!

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