Deepsea Doom Editor Download
Download Doom Builder here. If the 3d mode is slow despite your best efforts, you should get DeePsea, which is here. Exe Editing Exe editing, in my opinion, is the funnest way to program Doom. It is also complicated. The Doom executable file is what you are editing. The Doom exe file contains data on everything but the levels, sounds, and graphics. To get started with level editing, you need to choose an editor that is right for you. If you want to jump right in to mapping, here are a few of the most popular ones (see editors for a comprehensive list): Doom Builder 2: This free editor comes with various features and a nice interface. DeePsea: This editor contains a rich selection of features including sprite and texture editing built in. DeePsea the Killer Windows 95/98/ME/2000/NT/XP Editor What others are still dreaming DeePsea has implemented. Edits DOOM, DOOMII, Ultimate DOOM, FINAL DOOM, BOOM, ZDOOM, LEGACY, EDGE HERETIC, HEXEN, STRIFE levels & graphics in ONE program. Www.sbsoftware.com REAL UPDATES with REAL CHANGES not just an updated text file.
The Import Lump Dialog allows you to import (insert) any kind of file into a PWAD file - including other PWAD files. You select a target PWAD to receive all the files selected. This Dialog can: Convert File into PWAD, Convert a WAV File into PWAD, Insert a Lump into a PWAD, Convert WAV and MIDI files to stock DOOM formats, insert MOD, MP3, and anything else desired. It doesn’t care about lump names nor the format of a file. If a file type is not recognized (or it doesn’t need conversion), it’s inserted in ASIS with no conversion.
To create a NEW file, just enter the name of the file desired and DeePsea will confirm that you want to create a new file. Now import the file(s) desired.
Think of the import tool as a super customized grouping or insert command - not limited to any specific type of data. Makes it easy to import MOD, MP3’s or MIDI for ports that support these formats.
For those who are experienced with Wintex or NWT, note that DeePsea does not force any conventions on you. You are 100% in control where ALL lump entries go. Nothing is assumed and nothing is automatically added. You are in charge, including adding, moving or deleting the F_START, F_END, S_START, S_END and similar control entries as applicable for the game you are using. This provides you total independence from future game developments.
For beginners, please review the topics starting with Graphics in DeePsea’s help and also review the new options available with newer ports such as BOOM, ZDOOM, LEGACY and any others. They typically make it easier to modify graphics compared to the original DOOM. You can download KABOOM from our website for an example of replacing sprites, sounds, textures and flats using the newer conventions.
DeePsea will MERGE imported PWADs with TEXTUREx and PNAMES lumps into one TEXTURE1 lump and one PNAMES lump. A complete report of the additions, replacements and duplicates is produced. The LAST name read always replaces a prior name, so the order of the PWADs counts. Check your new merged PWAD with the Texture Edit tool to make sure all your textures have valid sizes.
Dialog Display Content
The first column displays the lumps active in the Target file – if any. The next four columns display all the File lumps active (default lump name, file name, type of lump and PWAD index entry).
The contents of the File Lumps are displayed if you select the Filename column. The contents of the Target File lumps are displayed if you select the first column.
Importing lumps copies the data in an existing File and converts/merges them into a PWAD file containing the files selected as directory entries (lump names). The files can be any existing file with data in a format usable by DOOM/HERETIC/HEXEN/STRIFE.
LumpName represents a directory entry name. If you intend to replace a directory entry with this file, choose an existing directory name.
BMP and PCX files are converted to the DOOM format when written. The transparent color can be set via AUTO Options. WAV and MID files are similarly converted according to the AUTO settings. The MIDI2MUS program is used to convert from MIDI to MUS - haven’t checked to see if it runs ok on NT?
You can import any size and resolution graphics (well, limited somewhat by your system resources). If the size exceeds a width of 1024 or a height of 508, the image is scaled proportionally to match these maximums. Not all game will display graphic patches over 512 x 256, so experiment and see what your favorite engine will support. Write to the various port authors and ask for them to support larger patches.
Import Lump Dialog Buttons
Auto Options
This button lets you change the way DeePsea converts imported files. The default settings are shown on the main dialog box.
If you select SND, then all WAV files are converted to the DOOM sound format. The newer DOOM ports support the WAV file format, so this is only is you use the original DOOM engine.
If you select MUS, then all MID files are converted to the DOOM MUS format. The newer DOOM ports support the MID file format, so this is only is you use the original DOOM engine.
There are two variable TEMPO settings for converting MUS-to-MIDI and for MIDI-to-MUS. These setting are only used if a format conversion takes place. The MUS-to-MIDI TEMPO is also used to play the MUS files in the previews. The default value of MUS-to-MIDI is 89. The default value of MIDI-to-MUS is 140.
The default settings or WAV and MID leave the original media formats in the form they were received. If you want to convert SND or MUS to WAV and MID, export them with the desired format first.
The minimum / maximum width and height (X and Y) determine what size the imported image size will be in the DOOM format. Remember, the scaling is proportional so these are not absolute sizes. For example to get an imported image to be at least 128 high, also set the minimum width higher. For example, to get an imported image size of 32 x 32 to be at least 128 high, also set the width to 128. If the imported image was 64 x 32, you set the minimum width to 256.
The Transparent color is used to determine where there are 'holes' in the image. Images that were not created using the game palette will most likely not match. You can use the DeePsea Graphic editor feature to load the PWAD with your new graphics and then Flood fill the areas with the correct transparent color. You then save the image to a PWAD and then use the Group Save to combine it with whatever PWAD you want. This Import dialog can also combine any elements desired and may be preferred for more advanced users with a wide variety of modified data lumps.
One reason to change the transparent color is to match the Wintex 'Cyan' color of R0, B255, G255 at the indexed palette value of 247. This color does not exist in the Doom palette. If you use this color, we suggest you change it back to the default (press the reset button) if you are converting color depths greater than 8 or graphics that were not created using the DOOM palette. Failure to change it back may result in DeePsea color conversion assigning your 'transparent' color and since that’s not a real Doom color not only will it not look at all as you thought it would but DeePsea will make these areas 'transparent'.
The Gamma Correction value (-50 to +50 percent) adjusts for differences in luminance. The default is 0. Increase the value if the image is bright so the color matching will find better matches or decrease if the image is dark. The result is always mapped back to the original game palette, so will appear darker again in the game.
When you preview the BMP/PCX graphics in the imported files (left side) the Auto gamma and transparency settings are used - meaning that’s approximately how the graphic colors will appear. The final result will be lighter or darker, since you are seeing it in the gamma value chosen. The main purpose is to get the colors correct.
When you preview the images in the target file, the display gamma setting is used (set in F5 options). It’s normal and natural to see a shift in intensity after you import the image and then compare it the converted/imported version with the original. The only time you won’t see a luminance shifts is if your display gamma is the same value as your conversion gamma.
Add File
This selects the files to be imported. You can select multiple Files to be imported all at one time in the Windows OPEN dialog box. Press the shift key+a cursor key and then all the selections have to be one after another. To add or delete selections press ctrl+left mouse button. Windows presents the files to DeePsea in the reverse order selected - that’s the way Windows works - so if you want them in a certain order, select them in the reverse order from the desired order . PWAD files do NOT have any conversion done to the data. All lumps in a PWAD are copied as is and in the same order.
Delete
If you made a mistake including a file, highlight the file or lump in a file you want to delete and then press this button.
Clear
This erases all the entries at once.
Target Open
Select the PWAD to receive all the lumps selected. If it does not exist, you can create a new blank PWAD.
Target Save
All the files listed are imported/merged into the Target file. The files are inserted at the Target location selected from the rightmost Target list. Just put the cursor where you want the insert to start. All the new lumps will be inserted after that location.
If you Import All Files but have no files to import, this functions like the Clean Wad command in other utilities since it writes contiguous data with no wasted holes. DeePsea automatically always 'cleans' a level when saved.
BMP and PCX files are converted to DOOM format graphics according to the Create Textures or Create Flats state. WAV and MID conversions are performed according to you AUTO Settings.
If this is an existing file, the new information is merged with the file. Normally you select your loaded level so all the new information is available for you to use.
Rename Lump
If you have duplicate names, press this button to rename the Imported File Lump for the line that is highlighted. You can also rename WAD file lumps. You can also use the Rename Target button on the right. Or use the Rename-Ins-Delete-Move Lump Names Dialog which is listed on the same selection where you found this dialog.
Import Options
An exclusive selection that determines the type of DOOM/Port specific graphics conversion and also the default offset values (if applicable).
Textures – graphics are going to be used in a texture
Sprites – graphics are going to be used as sprites
Projectiles – graphics are going to be used a projectiles
Weapons – graphics are going to be used as weapons
Flats – graphics are going to be used a flats (both regular and hi-res flats are supported)
IMGZ – graphics are in a format specific to ZDOOM only – see ZDOOM docs
Legacy – graphics are in a format specific to LEGACY only – see LEGACY docs
RAW – note special mode that bypasses all conversion and the data is imported just as it exists in the file
This exclusive selection (only one can be active at a time) determines the type of graphic conversion desired. The graphics are converted into a format for texures, sprites, weapons, projectiles, Flats or IMGZ. For sprites, weapons and projectiles, the x/y offsets are set approximately to the values required. Use the Sprite editor to make final adjustments.
To create different types of graphics, Save your current files, then 'Clear Files', change the type, select more graphics, save and so on.
Flats are normally 64x64, but larger sizes in powers of 2 up to 2048x2048 can be created. Images are rounded and made to fit an integral value as required. If you have a graphic that is not symmetrical that you want to make a Flat, you may want to resize the image first, otherwise the stretching may not be what you intended! Similarly, if the port you have does not support hi-res FLATs, make the input images 64x64 only.
Target Directory Buttons
These buttons are for quickly catching Target directory naming mistakes and avoiding name conflicts. The generic Rename/Insert/Move Lump Dialog also lets you insert Before and After an existing lump.
The changes made to the target directory are NOT active until you use the Import ALL Files button.
Clear
Erases all the lumps in the target directory. This is useful when you are experimenting and want to start over.
Rename
Rename a lump in the Target Directory
Delete
Deletes the lump in the Target Directory
Move/windows-7-professional-oem-product-key-generator.html.
Moves a name selected to a different location in the directory (or use the Up/Down buttons at the bottom of the list.
Insert
For quickly creating required -0- length control information, e.g., F_START or F_END (Flats) or SS_START and SS_END (Sprites).
Verify PNAMES
A quick way to verify that all the patches you may have merged with multiple TEXTUREx and PNAMES now exist in your PWAD. You are asked to supply the IWAD that your PWAD will be used with. For complete verification, load your new Target PWAD into DeePsea and use the Texture Edit tool to thoroughly examine your Textures.
Notes:
1.Levels are copied replacing any existing Target level.
2.The memory requirement for Importing is a bit greater than for the Group command, depending primarily on the largest lump size in the Source and Target files
3.A backup with the .BAK extension is automatically made of the Target file - so if something goes wrong, use that to restore to the prior version.
4.Any invalid level names are converted to BADxx (xx digits). This includes lump names reserved for levels that are orphaned in the level. You can delete these names as appropriate.
5.Review the help and other documentation for how the special control names F_START, F_END, FF_START, FF_END, C_START, C_END, S_START, S_END, etc. work. You have to know what these elements do or else you may have trouble getting Sprites, Flats, and special control to work.
Eureka is a map editor for the classic DOOM games, and a few relatedgames such as Heretic and Hexen.It supports Linux, Windows and OS X.
See the About page for more information and screenshots
The current version is 1.27b -- grab it on theFilespage on SourceForge.
Screenshot
News
| 28-Apr-2020 : New Leadership |
I want to make it clear I (Andrew Apted) am no longer working on Eureka,and I am walking away from it. Thanks to everybody for their support andcontributions!
The good news is that printz (Ioan Chera) is taking over as the leaddeveloper. I wish him lots of good fortune and happy coding!
| 06-Feb-2020 : Eureka 1.27 Released |
Changes in 1.27 are here: Changes127
UPDATE Apr 2020: a patch release, 1.27b, is now available which fixesa crash bug.
| 05-Aug-2018 : Eureka 1.24 Released |
This release is primarily about fixing bugs (especially the ones whichcause a crash), optimising code, improving configs and general polishing.That said, it does include a couple nice new features!
See all changes here: Changes124
P.S. the MacOS X package is available now. We apologize for the delay.
| 16-May-2018 : Eureka now has a Manual |
I'm delighted to announce that Eureka now has a proper user manual, including numerous tutorials for specific tasks like creating doors, stairs, sky areas, etc.. You can read it here: User Manual.
Huge thanks goes to Wesley Werner for writing it.
| 12-Jan-2017 : Eureka 1.21 Released |
The highlights of this release are:
- improved BSP code, can build nodes just for current map
- a 'Test Map' command for testing your map in the game
- mouse buttons (and wheel) use the key binding system
- line drawing now done with RMB (MOUSE3) button
- an operation menu, bound to F1 key or CTRL-RMB
- a ZDoom definition file (thanks to Slade3)
- smooth navigation in 2D and 3D views
- select/copy/paste textures in the 3D view
Deep Sea Doom Editor Download Torrent
And much much more! see all the changes here: Changes121
| 26-Jan-2016 : Version 1.11 released |
A new version of Eureka has just been released.
Major changes in v1.11 include:
- Hexen support!
- Boom generalized lines and sectors
- Eternity port definition, thanks to printz
- treat Freedoom Phase 1 and Phase 2 as separate games
- rendering of sector flats or lighting in the 2D window
- an easier vertex 'drawing mode' using the LMB
- fixed texture warping in 3D preview
Plus much more, see the full list of changes here: Changes111
BTW, the SVN repository has been transferred into a GIT repository.
| 18-Feb-2015 : New version 1.07 now available |
I have just released version 1.07 of Eureka.
Windows users should note that there is no longer an installer, you can just download the win32 binary package, unzip it somewhere and run the Eureka executable (making a link in the Start menu should work too). For Linux users, there is no longer a pre-built binary, you will need to either build from source, or run the Windows package in Wine.
Major changes in this release:
- full-featured Find and Replace
- new RECENT category for the browser
- Rename Map and Delete Map commands in File menu
- improvements to key binding system
- vertex reshaping commands (180 degree arc, etc..)
- reworked Default Properties panel
- option for smaller textures in the browser
Plus numerous other enhancements and bug fixes.See here for all the changes: Changes107
| Jan-2015 : Eureka packaged for Debian |
It was remiss of me to not make a news post about this earlier (much, much earlier..),but thanks to Fabian Greffrath there is now an official Debian package for Eureka!
It is a real honor for me to have my software become part of Debian. Thanks again Fabian.
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| 25-Aug-2013 : Version 1.00 Released! |
Version 1.00 of Eureka is now available for download. There have been a lot of changes in this release and numerous bugs fixed, as well some new features. The most significant changes are:
- extensive map-checking functions
- validate map data when loading a level
- texture alignment commands for 3D view
- splitting void islands now works as expected
- improved grid, with configurable colors
- scroll-bars for the map view (optional)
The full list of changes is here: Changes100
Thanks again to printz for creating the MacOS X package.
Now that this release is out, I plan to stop coding for a while and work primarily on the sorely-lacking documentation for Eureka. I hope you enjoy this release.
| 27-Jun-2013 : Site Redesign |
For the last week or two I have been working on improving the look of this website, especially to incorporate an awesome logo which Jason R Johnston sent to me earlier this year.Many thanks Jason!
| 24-Feb-2013 : Eureka 0.95 Released |
I'm excited to announce that Eureka is now available for Windows!You can find an installer on the download page.The installer is very bare-bones at the moment, since I'm still climbing that learning curve, but it will add Eureka as a program to the Start menu.So far it has been tested on Windows XP and Windows Vista, it should work on Windows 7 too, but I don't know whether Windows 95 or 98 are going to work (reports welcome, as always).
Other improvements include:
- Preferences dialog
- Key binding system, with GUI in preferences
- Automatically back-up edited wads (multiple times)
- Status area on info bar -- replaces map name
- Prune command for removing unused sectors, sidedefs and vertices
- Log viewer
Plus several bug fixes.The complete list of changes is here: Changes095
| 27-Dec-2012 : Update to the 0.88 version |
Eureka 0.88c is a small update to the 0.88 release,which mainly fixes a few bugs, but it also adds a new port definition.The changes are:
- support for Doom Legacy, thanks to Wesley Johnson
- fixed the slime trails in the 3D view
- fixed bug in 'Manage Wads' dialog resetting the port to 'boom'
- fixed a compile problem on 64-bit machines
I have also made a Debian package for i386 architecture (32-bit machines).This is designed for the Debian 6.0 'Squeeze' distribution, buthopefully will work on other OSes too (Ubuntu, Arch, Mint, etc..).This is the first time I have made a debian package, and I welcome reports onwhether or not it worked OK on your system.
| 23-Dec-2012 : Eureka 0.88 Released |
Just in time for Chrissy, here is another Eureka!
Main changes in version 0.88 are:
- large overhaul of file handling:
- 'Manage Wads' dialog allows setting the IWAD, port and resource wads
- 'Open Map' dialog, with buttons for easy map selection
- 'Recent Files' dialog (CTRL-R or File menu)
- the iwad/port/resource settings are saved in the PWAD
- better 'Export Map' dialog
- IWADs found by the user are remembered
- new Default Properties panel (shown in vertex mode)
- implemented picture mode for Thing browser
- new Move/Scale/Rotate dialogs (via Edit menu)
- HACX support (not quite finished, but usable)
Plus numerous smaller features and a few bug fixes too.The full list of changes can be found here: Changes088
| 01-Dec-2012 : MacOS X port! |
I'm really stoked to announce that, thanks to printz, there is now a MacOS X port of Eureka!It features a very nifty setup dialog for selecting the IWAD, the wad and map to edit, any resource wads, and the port (engine). You can even control various editor settings there.
This is available from the Download page.
| 27-Nov-2012 : Eureka 0.84 Released |
This release is dedicated to Dragonsbrethren (from the DW forums), who provided some really helpful feedback. Many of the improvements in the release are a response to those comments. I'm grateful for all the other feedback too :)
Summary of the main changes:
- multi-select : LMB toggles each object (no need for CTRL key)
- more intuitive use of the Texture browser
- implemented a -merge option for resource wads
- reload the wad/map after building the nodes (no longer exit)
- plain MMB now inserts an object (like SPACE or INSERT key)
- thing panel has radial arrow buttons for setting the angle
- allow running locally (without a 'make install')
All the changes are listed here: Changes084
| 16-Nov-2012 : Eureka 0.81 Released |
This marks the first official release of Eureka(not counting some testing packages made available on the DoomWorld forums).
The main changes since 0.74 are:
- support a proper Unix-style installation
- made a proper project and website (thanks to SourceForge)
- a command to build nodes (via glBSP) and quit
- the texture browser can be resized at the edge
- in sectors mode, SPACE key now subsumes the 'correct sector' function
- better iwad handling, can place them in
~/.eureka/iwads
The full list of changes can be found here: Changes081