NAME
deutex, deusf - do things with wad files
SYNOPSIS
deutex -?|-h|-help|--help
deutex --version
deutex -man
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] -restor
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]
deusf -?|-h|-help|--help
deusf --version
deusf options
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).
DeuSF is a trimmed version of DeuTex that is used to merge sprites and
flats from a pwad into an iwad, which is sometimes necessary because
Doom and its breed do not handle sprites in pwads well.
See docsrc/dtexman6.txt for more information on DeuTex and DeuSF.
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 and save them as .voc,
deutex -doom2 /path/to/doom2.wad -sounds -voc -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. See docsrc/dtexman6.txt for a full description.
OPTIONS
Modal options not requiring an iwad
-? Same as --help.
-h Same as --help.
-help Same as --help.
--help Print list of options.
-man Print list of options in troff -man format.
-syntax
Print the syntax of wad creation directives.
-unused in.wad
Find unused spaces in a wad.
--version
Print version number and exit successfully.
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 [in.txt] out.wad
Make a pwad.
-check in.wad
Check the textures.
-create [in.txt] out.wad
Same as -build.
-debug [file]
Debug colour conversion.
-extract [in.wad [out.txt]]
Same as -xtract.
-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.
-make [in.txt] out.wad
Same as -build.
-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.
-test in.wad
Same as -check.
-usedidx [in.wad]
Colour index usage statistics.
-usedtex [in.wad]
List textures used in all levels.
-wadir [in.wad]
List and identify entries in a wad.
-xtract [in.wad [out.txt]]
Extract some/all entries from 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
Same as -s_end.
-ibe Input wads are big endian (default LE).
-ile Input wads are little endian (default).
-ipf code
Picture format (alpha, *normal, pr, rott).
-itf code
Input texture format (nameless, none, *normal, strife11).
-itl code
Texture lump (none, *normal, textures).
-iwad Compose iwad, not pwad.
-le Assume all wads are little endian (default).
-musid Use old music identification method.
-obe Create big endian wads (default LE).
-ole Create little endian wads (default).
-otf code
Output texture format (nameless, none, *normal, strife11).
-s_end Use S_END for sprites, not SS_END.
-tf code
Texture format (nameless, none, *normal, strife11).
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).
-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
-au Save sounds as Sun audio (.au).
-fullsnd
Save sounds beyond declared length.
-rate code
Policy for != 11025 Hz (reject, force, *warn, accept).
-voc Save sounds as voc (.voc).
-wav Save sounds as WAVE (.wav).
Reporting
-di name Debug identification of entry.
-log file Name of log file (default deutex.log).
-v0 Set verbosity level to 0.
-v1 Set verbosity level to 1.
-v2 Set verbosity level to 2 (default).
-v3 Set verbosity level to 3.
-v4 Set verbosity level to 4.
-v5 Set verbosity level to 5.
WinTex-related options
-win doom data info select colour
WinTex shortcut.
-wim doom select
WinTex shortcut.
-wtx iwad
WinTex shortcut.
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/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.
BUGS
See TODO.
LEGAL
DeuTex is copyright © 1994-1995 Olivier Montanuy, copyright © 1999-2005
Andre Majorel.
Most of this program is GPL’d but some of it is available under other
licenses. This program is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See LICENSE for
specific information and copyright notices. All trademarks are the
property of their owners.
AUTHOR
The original author of DeuTex is Olivier Montanuy
<Olivier.Montanuy=wanadoo+fr>. From 1994 to 1996, DeuTex was
maintained by Olivier Montanuy with help from Per Allansson
<c91peral=und+ida+liu+se>, James Bonfield <jkb=mrc-molecular-
biology+cambridge+ac+uk>, Sharon Bowles, Mark Mathews
<mark.mathews=channel1+com> and Chuck Rossi. The original manual was
written by Kevin McGrail <hevkev=sfo+com>.
As of version 4 (1999), the maintainer is Andre Majorel
<URL:http://www.teaser.fr/~amajorel/>.
Questions and bug reports should be sent to the current maintainer, not
to the original authors.
SEE ALSO
wadcat(6), wadext(6), wadext2(6), wadflat(6), wadgc(6), wadlc(6),
wadldc(6), wadpatch(6), wadsprit(6), wadtex(6), wadtxls(6),
xwadtools(6)