factory.gifExport Dialog Lump


The Export Lump Dialog exports one or more lumps to a variety of file formats. The button selected determines the type of file processing performed on the lump. Lumps shown come from the current IWAD and any additional PWAD files loaded with unique lump names. If a lump name is duplicated, the last PWADís lump read is the one displayed.


Export Lump Dialog Options


Show Selected (Filter Selection)

Check the filter boxes on the left to isolate specific types of lump data as indicated by the name. Press Show Selected to activate your selections.


External Files Only

Use the External Files Only option to limit the list to only lumps from files you have loaded.



The left column displays a list of all the lumps active (sorted or natural order depending on entry chosen). You can select multiple lumps to be exported all at one time. This is called Grouping. To activate Grouping, activate the Group check box. When grouping is on you can select from entries in the left column and add them to the list box on the right. To delete a selected entry from the left column, hover over the entry to be deleted and press ctrl+left mouse button - or - hover over the entry on the right side column and double click on entry (the last one is faster if you have a large list).


You can export multiple lumps into one PWAD if you choose the PWAD export option. Multiple Levels are always grouped into one PWAD.


How to select multiple entries


Press the shift key + a cursor key or just drag the left mouse button and quickly get multiple selections. This selects the lumps to be exported one after the other. To add or delete selections press ctrl+left mouse button over the entries in the left column. Or (as noted above) deleting is faster if you double click on the name in the right list box. If the entries are not yet selected, pressing ctrl+left (and optionally dragging) selects the entries. If entries have already been selected, pressing ctrl+left (and optionally dragging) deselects the entries.



When Grouping is active, it may be desirable to turn OFF the preview feature speeding up name selection. To disable the preview, uncheck the Preview box. To reactivate Preview, check the Preview box.


The file and lump names (for PWAD output) are automatically generated when Grouping is active. You first select the directory to export all the files to. Then click one of the buttons below. The file name is the lump name with the appropriate extension added. You DO NOT get any warnings if the file overwrites a file with the same name.


Sorted List

Similar you may want the lump names in the natural order as found in the file(s) or sorted. The sort box determines Sorted or Natural Order.


Select All

Press this button to automatically select ALL the lumps shown on the left side. You also need to press Grouping to select them all for export.


Press this button to clear all the selection in the right side box all at once. The other choice is to selectively double click on each entry.

lump ordering.


Auto Options

This button changes the way DeePsea converts exported files when you select the Auto Conversion button. The default settings are shown on the main dialog box.


If you select PCX then all graphics files are exported in the PCX format. The file extension chosen does not determine the graphic format for either BMP or PCX exports.


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 of WAV and MID leave the original media formats in the form they exist.


The color for "holes" is either Black or a custom transparent color. Doom does not actually have a transparent color, but a "transparent" color is required when importing a BMP or PCX graphic for conversion to the DOOM format. The color is set in the Auto Options/Color & Gamma. It is suggested to NOT change this color since you have to match this color for the conversions to work properly. If you have a question about the "transparent" color used in a graphic, import it into the Graphics Editor (as a paste object) and move the cursor over the color. The upper left corner displays the indexed color value underneath the cursor (0 to 255).


The Transparent color is used to determine where there are "holes" in the image. When you save the image, this transparent color is used to fill in the areas you can "see through". When you Import these images, DeePsea reconstructs the "holes" using the transparent color. The color has to match going out and coming in - so donít change it unless you have a good reason.


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 thatís 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".


When importing Images that were not created using the game palette, the transparent color most likely will 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. The other method is to use the Import Lump Dialog.


The File type Export Buttons


Buttons selecting the type of file to create from the lump(s) selected. If you are grouping, all the files selected must be the correct type - if - the type checks for valid content. The file name is automatically generated when you Group Export. The file name generated is just the Lump name followed by the extension selected. Format conversion are automatically performed as appropriate.



Saves any lump to a file. All control information is removed. You need a program like DeePsea that recognizes the raw format in the lump to process this data. The LMP format is the best choice when you export data from one PWAD and want to use it in another PWAD. If you intend to edit the contents of the LMP (sound, midi, graphics, etc) then choose a more appropriate format.


Saves any lump as a PWAD file. PWAD control information plus the contents of the entry is saved. If you have grouping turned on you can put all the lumps into one PWAD. WAD is the only valid export type for Levels. See WAD notes below for more information.


Saves any graphic lump as a PCX file (changing the extension will NOT change the type of save). If the entry does not display as a graphic, you cannot save it. Iíve noticed that some programs do not display these files correctly. One no less than Adobe Photoshop and the current PSP. I think they are using the same library since the behavior is exactly the same in each. An old PSP, Corel and Kodak imaging work fine - so donít write to me - write to themJ (Just use the BMP format instead.)


Saves any graphic lump as a BMP file (changing the extension will NOT change the type of save). If the entry does not display as a graphic, you cannot save it.


Saves any sound lump to a .WAV file recognized by Windows. Edit and reimport or use on your desktop!


Saves any MUS/MID lump to a .MID file recognized by Windows. Edit and reimport or use on your desktop!


Saves any MUS/MID lump to a .MUS file recognized by the game. This uses the program MIDI2MUS and has not been tested under NT yet.


Saves any lump as a text file. You could use this to save MAPINFO (as above) and the result is the same as the Save MAPINFO command. SNDINFO is also another text file.

AUTO Conversion

Automatically determines the type of entry and saves it as BMP/ PCX, WAV, MID or LMP. If the automatic choice is not correct, please use one the manual choices above.


WAD notes :

Saves an entry as a WAD copies the data in the object lump and makes it into a PWAD file named yourname.WAD containing the object's name and data. The yourname.WAD file now contains the object in the format for use by one of the supported Games or DeePsea. You can then read this file in as a replacement for the Directory Entry or Lump, for example for GRAPHICS DRAWING.


1.    The existing Name (or lump) represents an existing directory entry in any of the WAD files you have read.

2.    yourname.WAD is any valid file name and will be overwritten if it exists.

3.    You cannot use the same name as any PWAD you have read already.

4.    newName is the name to give the directory entry. This is a quick way to export data from one WAD to another. Grouping automatically generates the same name as the original lump name.


You can borrow textures between different versions by renaming the texture patchname (lump name) from a name that doesn't exist in one to a name that does exist in the other. For example, if you save the HEXEN lump name W_354 and rename the lump DOOR15_1, you can read that file into DOOM II and then the DOOM II door is replaced by the HEXEN door (of course you should use the Texture Color conversion command for this to get the colors changed).


You use this as follows:


a. In the File Menu Close All the Files/Levels.

b. Read in some PWAD you want to use replacement textures in.

c. You read in all the textures you borrowed using the PWAD file names you gave them (as described above).


If you have lots of texture files, you will exceed the file limit of 99. The solution is to read in 99 textures at a time and then group them into a new file. Then you use only 1 file for all 99. You can repeat this process again, to get 198 in a file, etc. You can add exactly as many entries as there are entries to start with. In other words, you can double the size. You can do as many replacements as there are entries (of course).


DOOM, HEXEN, HERETIC and STRIFE each have different color palettes, so the color of a DOOM texture will not display correctly in one of the other games (and visa versa), although you can swap textures as described. Use the Texture Conversion option (in Graphics Drawing) to convert game colors!