deutex - Man Page

do things with wad files

Synopsis

deutex -?|-h|-help|--help

deutex --version

deutex [Options] -add incomplete.wad out.wad

deutex [Options] -af flats.wad

deutex [Options] -append incomplete.wad

deutex [Options] -as sprite.wad

deutex [Options] -check in.wad

deutex [Options] -debug [in.gif]

deutex [Options] -get entry [in.wad]

deutex [Options] -join incomplete.wad in.wad

deutex [Options] -make [dirctivs.txt] out.wad

deutex [Options] -merge in.wad

deutex [Options] -pkgfx [in.wad [out.txt]]

deutex [Options] -pknormal [in.wad [out.txt]]

deutex [Options] -restore

deutex [Options] -usedidx [in.wad]

deutex [Options] -usedtex [in.wad]

deutex [Options] -unused in.wad

deutex [Options] -wadir [in.wad]

deutex [Options] -xtract in.wad [dirctivs.txt]

Description

DeuTex is a wad composer for Doom, Heretic, Hexen and Strife. It can be used to extract the lumps of a wad and save them as individual files or the reverse, and much more.

When extracting a lump to a file, it does not just copy the raw data, it converts it to an appropriate format (such as PPM for graphics, Sun audio for samples, etc.). Conversely, when it reads files for inclusion in pwads, it does the necessary conversions (for example, from PPM to Doom picture format).

Decomposing a wad

To decompose a wad (i.e. extract its contents), use the -extract (a.k.a. -xtract) command. When decomposing a wad, DeuTex creates one file for each lump. The files are created in one of the following subdirectories of the working directory: flats/, lumps/, musics/, patches/, sounds/, sprites/, textures/. The decomposing process also creates a very important file, wadinfo.txt, which will be used later when composing.

To extract the contents of the Doom II iwad,

deutex -doom2 /path/to/doom2.wad -xtract

To extract the contents of a Doom II pwad named mywad.wad,

deutex -doom2 /path/to/doom2.wad -xtract mywad.wad

To extract only the sprites,

deutex -doom2 /path/to/doom2.wad -sprites -xtract

To extract only the sounds,

deutex -doom2 /path/to/doom2.wad -sounds -xtract

Composing (building) a wad

Composing is the symmetrical process. It’s done with the three commands -build, -create and -make, that are equivalent. Using wadinfo.txt and the files in flats/, lumps/, musics/, patches/, sounds/, sprites/ and textures/, DeuTex creates a new wad.

To create a new pwad named mywad.wad,

deutex -doom2 /path/to/doom2.wad -make mywad.wad

To create a new iwad named mytc.wad,

deutex -doom2 /path/to/doom2.wad -iwad -make mytc.wad

Other operations

DeuTex has many (too many?) other commands like -join, -merge, -usedtex etc.

Options

Modal options not requiring an iwad

-?,  -h,  -help,  --help

Print list of options.

-syntax

Print the syntax of wad creation directives.

--version

Print version number and exit immediately.

-unused in.wad

Find unused spaces in a wad.

Modal options requiring an iwad

-add in.wad out.wad

Copy sp & fl of iwad and in.wad to out.wad.

-af flats.wad

Append all floors/ceilings to the wad.

-append io.wad

Add sprites & flats of iwad to io.wad.

-as sprite.wad

Append all sprites to the wad.

-build|-create|-make [in.txt] out.wad

Make a pwad.

-check|-test in.wad

Check the textures.

-debug [file]

Debug color conversion.

-extract|-xtract [in.wad [out.txt]]

Extract some/all entries from a wad.

-get entry [in.wad]

Get a wad entry from main wad or in.wad.

-join incomplete.wad in.wad

Append sprites & flats of Doom to a pwad.

-merge in.wad

Merge doom.wad and a pwad.

-pkgfx [in.wad [out.txt]]

Detect identical graphics.

-pknormal [in.wad [out.txt]]

Detect identical normal.

-restore

Restore doom.wad and the pwad.

-usedidx [in.wad]

Color index usage statistics.

-usedtex [in.wad]

List textures used in all levels.

-wadir [in.wad]

List and identify entries in a wad.

General options

-overwrite

Overwrite all.

-dir dir

Extraction directory (default .).

Iwad

-doom dir

Path to Doom iwad.

-doom2 dir

Path to Doom II iwad.

-doom02 dir

Path to Doom alpha 0.2 iwad.

-doom04 dir

Path to Doom alpha 0.4 iwad.

-doom05 dir

Path to Doom alpha 0.5 iwad.

-doompr dir

Path to Doom PR pre-beta iwad.

-heretic dir

Path to Heretic iwad.

-hexen dir

Path to Hexen iwad.

-strife dir

Path to Strife iwad.

-strife10 dir

Path to Strife 1.0 iwad.

Wad options

-be

Assume all wads are big endian (default LE).

-deu

Add 64k of junk for DEU 5.21 compatibility.

-george|-s_end

Use S_END for sprites, not SS_END.

-ibe

Input wads are big endian (default LE).

-ile

Input wads are little endian (default).

-ipf code

Picture format (alpha, normal, pr; default normal).

-itf code

Input texture format (nameless, none, normal, strife11; default normal).

-itl code

Texture lump (none, normal, textures; default normal).

-iwad

Compose iwad, not pwad.

-le

Assume all wads are little endian (default).

-obe

Create big endian wads (default LE).

-ole

Create little endian wads (default).

-otf code

Output texture format (nameless, none, normal, strife11; default normal).

-pngoffsets

Override offsets in WADINFO with offsets contained in PNG metadata

-tf code

Texture format (nameless, none, normal, strife11; default normal).

Lump selection

-flats

Select flats.

-graphics

Select graphics.

-levels

Select levels.

-lumps

Select lumps.

-musics

Select musics.

-patches

Select patches.

-scripts

Select Strife scripts.

-sneas

Select sneas (sneaps and sneats).

-sneaps

Select sneaps.

-sneats

Select sneats.

-sounds

Select sounds.

-sprites

Select sprites.

-textures

Select textures.

Graphics

-bmp

Save pictures as BMP (.bmp).

-png

Save pictures as PNG (.png). Default format.

-gif

Save pictures as GIF (.gif).

-ppm

Save pictures as rawbits PPM (P6, .ppm).

-rgb r g b

Specify the transparent colour (default 0 47 47).

Sound

-rate code

Policy for != 11025 Hz (reject, force, warn, accept; default warn).

Reporting

-di name

Debug identification of entry.

-v0|-v1|-v2|-v3|-v4|-v5

Set verbosity level, default 2.

Diagnostics

All messages are identified by a unique code. Some messages are identical; the code is useful to distinguish them. All codes have four characters: two letters and two digits. The letters identify the part of the code where the message comes from, the digits give the message number within that area. In general, numbers are assigned so that messages that come from parts of the code that are executed earlier have lower numbers.

Files

dir/flats/

When extracting, flats are saved to this directory. When composing, flats are read from this directory.

dir/graphics/

When extracting, graphics are saved to this directory. When composing, graphics are read from this directory.

dir/levels/

When extracting, levels are saved to this directory. When composing, levels are read from this directory.

dir/lumps/

When extracting, lumps are saved to this directory. When composing, lumps are read from this directory.

dir/musics/

When extracting, musics are saved to this directory. When composing, musics are read from this directory.

dir/patches/

When extracting, patches are saved to this directory. When composing, patches are read from this directory.

dir/scripts/

When extracting, Strife scripts are saved to this directory. When composing, Strife scripts are read from this directory.

dir/sneaps/

When extracting, Doom alpha sneaps are saved to this directory. When composing, Doom alpha sneaps are read from this directory.

dir/sneats/

When extracting, Doom alpha sneats are saved to this directory. When composing, Doom alpha sneats are read from this directory.

dir/sounds/

When extracting, sounds are saved to this directory. When composing, sounds are read from this directory.

dir/sprites/

When extracting, sprites are saved to this directory. When composing, sprites are read from this directory.

dir/textures/texture1.txt

The TEXTURE1 lump (all but Doom alpha 0.4 and 0.5).

dir/textures/texture2.txt

The TEXTURE2 lump (all commercial IWADs except Doom 2).

dir/textures/textures.txt

The TEXTURES lump (Doom alpha 0.4 and 0.5).

dir/tx_start/

Special texture directory for certain engines such as ZDoom. Specifying a positive integer after the name in wadinfo.txt causes no format conversion to be performed (eg, PNGs and BMPs remain as PNGs and BMPs in the WAD), otherwise an attempt to convert to Doom’s patch format is done.

dir/wadinfo.txt

The default master file.

Environment

DOOMWADDIR

The directory where the iwad resides. The value of this environment variable is overridden by -main, -doom and friends.

Authors

The original author of DeuTex is Olivier Montanuy. From 1994 to 1996, DeuTex was maintained by Olivier Montanuy with help from Per Allansson, James Bonfield, Sharon Bowles, Mark Mathews, and Chuck Rossi. The original manual was written by Kevin McGrail.

From version 4.0 (1999) through 4.4.902 (2005), the maintainer was André Majorel (http://www.teaser.fr/~amajorel).

The project has since been maintained by a loose collaboration of authors primarily as part of the Debian project and Freedoom project. They include Jon Dowland, Simon Howard, Mike Swanson, RjY, Ayub Ahmed, and Nick Zatkovich.

Reporting Bugs

Please report bugs to the issue tracker at https://github.com/Doom-Utils/deutex.

Referenced By

eureka(6).

07/17/2024