WADMerger has a lot of features. This made wadmerger a bit hard to use,
so here is the doc with all instructions. Now there is even an animation
editor included! It is still a beta version so there are still some bugs,
but I hope it will work. If you get any problems, please tell me. If
wadmerger crashes, please send me the wadmerger.log file so I can take a
look at it.
|
 |
When you start WADMerger for the first time, the settings window will
show. It's showed here on the left. This only shows the first time, but
you can get it by selecting Options in the main window.
Folders
You can set the locations of your WAD folders. If you have a seperated
folder with original WADs, you can select it, else take the normal WAD
folder.
WADMerger can export objects. Here you can select the default location.
There are 3 things in red. These need to be set in order to make WADMerger
work:
Samples folder
When saving objects from other TR games, the samples must be saved
too. This must point to TRLE\sound\samples (where TRLE is the place where
you installed the level editor).
The TR2 and TR3 sound file must point to the main.sfx file. If you want to
use TR3 wads a lot, you must set this. If you load levels from the cd, you
can point it to the cd too. When you click 'browse' a dialog will show
that needs to load main.sfx. It will be opened when saving TR2/3 levels.
This file can be found in the data folder.
Example:
If you have the CD-ROM drive as D and you run TR2/3 from cd, insert
the cd and chose the browse button after the filename. Go to the cd and
open data\main.sfx. When you load a level, make sure the cd is in the
drive so it can be loaded. After loading you can remove the cd safely. |
Skins
Here you can select how the window looks like. You can use the old
window layout by selecting Original. This is a skin that looks like the
original window so you can change it if you want. Or you can chose the new
style using the default skin (2nd option) or another skin (3rd option)
There are a few skins included. Selecting this will display a dialog to
load the ini file for the skin.
NOTE: If you download skins you must place all files in the skins folder
in the folder where WADMerger is, else you will get errors.
Animation Editor
Inside the animation editor is an undo function. Here you can set the
size of the buffer. By default it's 10. The higher the number is, the
slower the animation editor is and the more memory is needed. Set this to
a lower number if the animation editor is slow.
|
The window as you have seen in the last versions has been the same for
long. Since WADMerger 1.7 there is a skin available. Because the old
design was making some problems, I had to remove it. But there is a skin
available that makes it looks like the original design. You can chose
'Original' in the settings field to get that skin.
|

|
It doesn't matter what skin you use (It's possible to use your own, see
later in this document), the buttons are at the same place.
First, the menubar is gone. I did that cause most options were 2 times in
the program.
Toolbar
The toolbar is totaly changed. I removed the load and save buttons since
these are below the object lists. There are some new options that were
first in the menu. They are listed in order (from left to right)
Options
display options screen. You can setup the folders from TRLE and change
skins in it.
Use Smartcopy
It it's checked SmartCopy is used. If it's unchecked, SmartCopy it
ignored.
Moveable
Display the moveables in the list
Static
Display static meshes in the list
Sprites
Display sprites in the list.
About
Display the about dialog. It contains the names from the people
working on WADMerger (including the skins and documentation).
Frames
The rest of the window is the same, only the background is differend.
There are still the 3 frames WADEdit, ObjectEdit and Included Editors.
Their function is explained below.
|
3D Preview window
The new WADMerger has a 3D preview window. It's a small window at the
bottom of the window that displays the selected object (It works for both
lists) with the first animation. If you double click it the animation
editor, which has a larger 3d window, will show up. You can rotate the
object in the preview with the mouse. Click with the left button in the
preview window. The object will start rotating until you release the
button.
|
Building new skins
WADMerger has support for building your own skins. Look in the \skins
folder and find a file called 'Default.bmp'. It contains the default skin.
The red boxes can't be changed.
You can change the script as you want and save it back (under another
filename) as a BMP file.
Then make a .ini file for your skin. It must include the following lines.
The filenames must include jpg or bmp at the end.
Version=190
Needed to tell WADMerger for which version the skin is.
Name=
Name of the skin. Use Original to get small text on the title
bar.
Preview=
Filename from the small preview (166x200) to be displayd in the setup
box.
Main=name,R,G,B
Filename from the main window skin.(580x650) and the color of the
title
Button=
Filename for the button background. Same for all buttons
SwitchManeger=
Filename for the background of the switchmaneger window (310x240)
SwitchManegerButton=
Filename for the buttons in the switchmaneger window.
About=
Skin for about dialog (550x270)
AIEdit=
Skin for AI Editor window (480x330) |
This is the main window of WADMerger. There are 2 lists of objects. One
is the one that you are editing (the left one) and one for objects you
want to copy (right one). Between these frames are some buttons to edit
the WAD. For both lists you can click an item to view it in the preview
window. It will be rendered in 3D using OpenGL.
The left list
On the left is the wad you are editing. You can use the Load WAD and Save
WAD buttons below it to load/save this wad. If you don't load a wad you
can also add/remove objects to start an empty WAD. You only see the
objects from the type you selected in the toolbar (moveable, sprite,
static mesh)
The right list
In the right list you can load wads/levels and copy objects from it to
the wad you edit. Use the Load WAD button to load a WAD file and Load TR
to load a level (TR1-5). If you double click on this list, it has the same
function as the Copy button except that you can't use the key combinations
that are available when using the button. All object types are displayd in
the list (moveables, sprites and static meshes). If you add an object the
object mode will change.
After loading the wad there you will see the filename of the loaded wad.
Click the + before it to expand the list. If the loaded wad is a resource
wad, above the file name a list of object groups will show up. You can
browse through this list to find the object you need. At the moment this
was written, there were no resource wads available yet. But the first ones
are planned to come soon. They will contain all static meshes, animatings,
doors and switches from a complete TR game. They will be made available at
the TRLE
Search Engine.
The buttons
Here is a small description of the buttons between the frames:
Delete
Delete the selected moveable in the WAD you are editing
Copy
Copy the moveable, mesh or sprite you selected on the right to the
left list.
There are some key combinations to change the way it's copied (only for
moveables and sprites)
SHIFT: Show a dialog to select the new name of the object. SmartCopy won't
be used to select the new name
CTRL: Replace the object selected on the left
ALT: Replace the meshes from the moveable on the left. Only works if they
have the same number of meshes.
If none of these keys is pressed, the normal copy is done. For WAD files,
it keeps the same name. If it's already exist you will be asked to replace
it. If the object has SmartCopy data and SmartCopy is enabled, it will be
used. For TR levels, it will look in the convert list. If no new name if
found, the dialog will show up.
Rename
Rename the selected moveable on the left. A dialog will ask you
the new slot name.
Import
Will show a dialog to load a moveable and add it.
Export
Will show a dialog to save the selected moveable to a file.
Add Texture
Will show a dialog to load a image file and add it to the texture
data. You can use it in your own objects (with Strpix).
Empty
Will make this moveable or static empty. It will be invisible in the
game. You must use this on SKIN_JOINTS when using TR1-3 outfits else TR
will crash.
Create New
Create a total new object. You will be asked for the name.
After creating it, the object will be empty. In the animation editor you
can add meshes to it (meshes can be created using StrPix).
|
Since WADMerger 1.7 there is a new feature: SmartCopy. It makes it
easier to build new WADs. The current version isn't fully completed, but
it will be in the next version. SmartCopy will help you when you copy
objects that can use more then 1 slot (like DOOR_TYPE1, DOOR_TYPE2).
Doors, Switches, Animatings
With smartcopy enabled doors, switches, animatings, trapdoors,
pushables and quest items are not copied to the edit wad with the same
ObjectID. SmartCopy looks in the edit wad if there are any DOOR_TYPEx
slots free. It will copy the object to the first free slot. If no slots
are free, a message will warn you. This makes it easier to build a WAD
with doors and switches from many other wads since mostly DOOR_TYPE1 is
the first one and you will always get messages if you want to replace it.
Puzzles, keys & pickups
This feature will be available in the next version. If you copy a
puzzle object and SmartCopy is enabled, the holes and parts of the
puzzle/keys will be copied too. This makes it must faster to build your
WADs since you only need to copy it once.
|
The object edit frame is for changing objects. You can set
the collesion and clear meshes. There is a 3D window in it to view the
object or mesh you are editing.
Collesion buttons
If you select a moveable on the left, you can use the Object Edit frame.
There are 2 buttons to enable and disable the collesion. If it's disabled,
Lara can walk trough it (works on both static/moveable). If you enable
collesion from a moveable, it will be calculated. For meshes, there is a
flag. To calculate the collesion (for when you inserted a new mesh or the
collesion is wrong), hold SHIFT while clicking this button.
Mesh list
There is also a list of meshes. There are 3 types of meshes: normal, DUMMY
and NULL. For dummy and null meshes the type is after the mesh number.
DUMMY meshes are meshes that will be replaced with Lara's skin and are
only used on Lara moveables. They look like het legs or hands.
NULL meshes are the black triangle meshes. They are used on some effects
that are not in the WAD (like fire, steam), AI items to control enemies
and some more like the Trigger Triggerer. These are not rendered in the
game so it has no use of editing it.
If you select a mesh it will turn red in the 3d window.
Mesh buttons
There is one button on the right of the meshes: clear. It works the
same as the Empty button from the moveables, only this one only clears the
selected mesh and not the whole moveable.
|
WADMerger is more then just a program to copy WAD files.
In the Included Editors frame (at the right-bottom) there are more editors
included. Each button will pop-up another window to edit other things in
the WAD file.
|
Because the animation editor has a lot of features, it has it's own
documentation.
Animation Editor documentation
|
This editor let's you add and remove sounds from your SFX
and SAM files. It's not fully finished, but you can add sounds!
Because the add sounds feature was created 2 hours before the release (and
was never updated), it doesn't work like it should do. But you can use it
if you keep the following rules:
Save your wad before AND after using the sound maneger. If you don't do
this, there might be sounds missing or to much sounds in the list. If you
keep that rule, you should be able to add sounds and you don't have to use
the sounds.txt file anymore (using the sounds.txt file will delete all
sounds from tr1,2,3,5 objects!)
|

|
AI Editor is a small program to fix enemies. It's not so easy
to use, so if you like to have an original enemy, you better check
the TRLE
Search Engine first to see if it's already available (you can
find the original enemies in the original tr download section).
But if you can't find a good one, you can try using the AI Editor.
|
|

|
Tomb Raider IV had only 3 OCB codes for switches available: big
lever switch, big push switch and the reach-in-hole switch. With
the switch maneger you can use more type of switches. If you open
the switch maneger window you will see the window on the left. The
bold text tells you what objects can be used with it. The
animations will be stored in the LARA moveable so you don't need
to do this again if you add new switches.
SWITCH_TYPE1 - SWITCH_TYPE6
These are the normal switches from TR4. There are 3
differend versions that you can use. There is an OCB number listed
before the dropdown menu. That is the number you must put in the
OCB from the switch when you place it in your level. Next to the
ocb code is a dropdown menu with the animations you can put in
that ocb number. It's the animation lara will play whtn you use
the switch with that code.
SACROPHAGUS
This object was used in the cleopatra's palaces level.
You can hide items in it and Lara will open the Sacrophagus to get
it out. In tr5 you also had objects where you could get items out:
the cupboards and the suitcase. If you place these objects in your
level (as SACROPHAGUS of course) you can select the animation
here.
|
|
Flames, ropes,
smoke and frames are created using sprites. Most of these are stored in
the DEFAULT_SPRITES object. However, there are also 2 other sprite objects
'MISC_SPRITES' and 'SKY_GRAPHICS'. These objects are a list of textures.
If you select a sprite, you see them in the 3D window. You can edit them
by double clicking the 3D window or clicking 'Sprite Editor'. You must
select a sprite before you can do this.
A new window will show. It has a list of all textures available. You can
use the Add and Remove buttons to add/delete textures to this sprite. But
remeber that removing textures from the default_sprites or sku_graphics
can make strange look in game (for example, the rope looks like steam).
Unless I found a way to use the remove and add funtions they are disabled.
To edit a sprite, select a texture number. The sprite will show up in the
window. You can load and save it to a bitmap. If you import a bitmap it
doesn't have to be the same size, but the maximum size is 256x256.
Many sprited are stored in DEFAULT_SPRITES. For example, the rope textures
are texture 16. Also flames and steam are stored here, but they will look
differend cause the color and shape is created by the engine and can't be
edited in the SpriteEditor.
|
A list of ocb values for objects is included. You can view it here:
Object Guide
|
To avoid getting problems, read this section. It contains some 'rules'
to avoid problems
Outfits from TR1-3 levels
If you copy an outfit from a tr1,2 or 3 level, you must select
skin_joints and click the clear button in the wad. If you don't clear the
joints, the game will crash.
Custom objects
If you made any custom objects and want to use wadmerger to add
textures, please add the textures before you add the object. If you have
an untextures object in your wad, you will get errors and the object will
get strange textures on it.
All TR1,2,3,5 objects
If you have an object from TR1,2,3 or 5 in your wad that has sounds
(and you want to keep these sounds), don't try to use the level sfx
creator or trwest. The level sfx creator (the program that
came with trle to make sounds) and trwest don't support these sounds and
they might get corrupted. It's possible that butler sounds like a door, or
lara like the butler.
Many objects
Don't put to many objects in your wad. WADMerger has a code installed
to make the wad as small as possible, but you still can't make a wad with
all static, animatings, doors, switches and enemy slots filled. If the
level convertor crashed when building your level, the change it big that
the wad is to large. Delete some objects that are not really needed (very
detailed objects take more space then a not detailed one).
No sprites
If you have a level without sprites on it, you can get problems in the
game. The game might crash or you won't see flames and smoke. To fix that,
copy the DEFAULT_SPRITES from one of the original wads.
|
This section is about errors and warnings you can get and the solution.
First of all you must make sure you have installed the runtime files. Even
if other visual basic programs running fine, wadmerger might need other
files so get the runtime files from my site.
If you still can't solve your problem, go to the folder where you
installed WADMerger. There will be a file called WADMerger.log in it. Send
it to trwad@hotmail.com. Also
include a small description of what you were doing. The errors you can get
mostly contain some information just for me, like the function that caused
the error. Just send the full error(s) to me and I try to fix it.
Unable to find skin!
WADMerger couldn't load the skin you selected. Just restart WADMerger
and the old design will be loaded. Then you can go to the options and
select a new skin.
ReadSwitches: Unknown version! & ReadSwitches: This is not
an switches.dat file
When you load WADMerger it tries to load switches.dat. This file is
needed for the switch maneger. If it's not found or if it's broken, one of
these messages will show. You can't use the switch maneger. Please check
if you have this file. It comes with the WADMerger zip file.
TR Errors
ReadTR -> Error reading level
You tried to load a TR level and that couldn't be loaded. Maybe you
are trying a corrupted level. You can't use this level.When you click ok,
another message will show. If you are sure this level is not broken, mail
me at trwad@hotmail.com or post a
message at the TRLE
Tools Forum. Don't forget to tell which level this is and what the
second error was.
BuildMoveTR -> Error building moveable x1
Current action: x2
Error code: x3
There was an error when reading moveable x1 from the
level. x2 is what the function wad currently doing. Please give
me all this information including the level name.
ReadSourceTR -> Error reading level!
Current action: x1
Error code: x2
There was an error when reading the level you opened. x1
is what the function wad currently doing and x2 is the error
number.. Please give me all this information including the level name.
WAD Errors
ReadWAD -> error code xxx
There was an error while reading a WAD file. Mostly this is because
the WAD is broken or empty.
GetSounds -> Bad sound found! Delete it?
When reading in the moveables there was a play sound command found that
points to a SoundID higher them 370, which is the maximum number of sounds
in TR4. Just click yes and the sound will be deleted from this moveable.
This problem is mostly caused by using TR5 WADs exracted by TR2Wad. You
better don't use it and directly load it from the TR5 level.
BuildMove -> Error building moveable xxxx
The object xxxx couldn't be extracted from the wad. Maybe this
object is bad or wadmerger can't read it. If you always get this error on
a level, tell me which level and which object it is.
SFX Errors
ReadSFX -> Can't read SFX
The SFX file couldn't be loaded. It's maybe currupted.
WriteSFX -> Can't write SFX
The SFX file couldn't be saved. It's maybe already opened or set to
read-only.
WARNING! SFX file is empty!
No sounds were found in the SFX file. This won't be a problem, but if
you copy objects from this WAD there are no sounds.
SWD Errors
ReadSWD -> Can't read SWD
The SWD file that contains the sprites couldn't be loaded. Maybe it's
broken.
|
Of course I want you thank you for trying out my program. But in order
for me to keep it interresting to continue, I need to see results. So a
small request to everybody who created a new object using wadmerger: Add
it to my database!
All you need to have is a small site with your objects. You can get
20mb for free @ tripod (they
also host my site). Then go to the TRLE
Search Engine and hit the register button. Type in a name, the name
and url from your site and register. Wait for your password (sended by
mail) and you are be able to add your work to the database. This way you
can get a good view from all work done. And you can also help others by
downloading, testing and reviewing their work. Reviews can help you making
your next object even better. |