1DEUTEX(6)                                                            DEUTEX(6)
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NAME

6       deutex - do things with wad files
7

SYNOPSIS

9       deutex -?|-h|-help|--help
10
11       deutex --version
12
13       deutex [OPTIONS] -add incomplete.wad out.wad
14
15       deutex [OPTIONS] -af flats.wad
16
17       deutex [OPTIONS] -append incomplete.wad
18
19       deutex [OPTIONS] -as sprite.wad
20
21       deutex [OPTIONS] -check in.wad
22
23       deutex [OPTIONS] -debug [in.gif]
24
25       deutex [OPTIONS] -get entry [in.wad]
26
27       deutex [OPTIONS] -join incomplete.wad in.wad
28
29       deutex [OPTIONS] -make [dirctivs.txt] out.wad
30
31       deutex [OPTIONS] -merge in.wad
32
33       deutex [OPTIONS] -pkgfx [in.wad [out.txt]]
34
35       deutex [OPTIONS] -pknormal [in.wad [out.txt]]
36
37       deutex [OPTIONS] -restore
38
39       deutex [OPTIONS] -usedidx [in.wad]
40
41       deutex [OPTIONS] -usedtex [in.wad]
42
43       deutex [OPTIONS] -unused in.wad
44
45       deutex [OPTIONS] -wadir [in.wad]
46
47       deutex [OPTIONS] -xtract in.wad [dirctivs.txt]
48

DESCRIPTION

50       DeuTex is a wad composer for Doom, Heretic, Hexen and Strife. It can be
51       used to extract the lumps of a wad and save them as individual files or
52       the reverse, and much more.
53
54       When extracting a lump to a file, it does not just copy the raw data,
55       it converts it to an appropriate format (such as PPM for graphics, Sun
56       audio for samples, etc.). Conversely, when it reads files for inclusion
57       in pwads, it does the necessary conversions (for example, from PPM to
58       Doom picture format).
59
60   Decomposing a wad
61       To decompose a wad (i.e. extract its contents), use the -extract
62       (a.k.a. -xtract) command. When decomposing a wad, DeuTex creates one
63       file for each lump. The files are created in one of the following
64       subdirectories of the working directory: flats/, lumps/, musics/,
65       patches/, sounds/, sprites/, textures/. The decomposing process also
66       creates a very important file, wadinfo.txt, which will be used later
67       when composing.
68
69       To extract the contents of the Doom II iwad,
70
71           deutex -doom2 /path/to/doom2.wad -xtract
72
73       To extract the contents of a Doom II pwad named mywad.wad,
74
75           deutex -doom2 /path/to/doom2.wad -xtract mywad.wad
76
77       To extract only the sprites,
78
79           deutex -doom2 /path/to/doom2.wad -sprites -xtract
80
81       To extract only the sounds,
82
83           deutex -doom2 /path/to/doom2.wad -sounds -xtract
84
85   Composing (building) a wad
86       Composing is the symmetrical process. It’s done with the three commands
87       -build, -create and -make, that are equivalent. Using wadinfo.txt and
88       the files in flats/, lumps/, musics/, patches/, sounds/, sprites/ and
89       textures/, DeuTex creates a new wad.
90
91       To create a new pwad named mywad.wad,
92
93           deutex -doom2 /path/to/doom2.wad -make mywad.wad
94
95       To create a new iwad named mytc.wad,
96
97           deutex -doom2 /path/to/doom2.wad -iwad -make mytc.wad
98
99   Other operations
100       DeuTex has many (too many?) other commands like -join, -merge, -usedtex
101       etc.
102

OPTIONS

104   Modal options not requiring an iwad
105       -?, -h, -help, --help
106           Print list of options.
107
108       -syntax
109           Print the syntax of wad creation directives.
110
111       --version
112           Print version number and exit immediately.
113
114       -unused in.wad
115           Find unused spaces in a wad.
116
117   Modal options requiring an iwad
118       -add in.wad out.wad
119           Copy sp & fl of iwad and in.wad to out.wad.
120
121       -af flats.wad
122           Append all floors/ceilings to the wad.
123
124       -append io.wad
125           Add sprites & flats of iwad to io.wad.
126
127       -as sprite.wad
128           Append all sprites to the wad.
129
130       -build|-create|-make [in.txt] out.wad
131           Make a pwad.
132
133       -check|-test in.wad
134           Check the textures.
135
136       -debug [file]
137           Debug color conversion.
138
139       -extract|-xtract [in.wad [out.txt]]
140           Extract some/all entries from a wad.
141
142       -get entry [in.wad]
143           Get a wad entry from main wad or in.wad.
144
145       -join incomplete.wad in.wad
146           Append sprites & flats of Doom to a pwad.
147
148       -merge in.wad
149           Merge doom.wad and a pwad.
150
151       -pkgfx [in.wad [out.txt]]
152           Detect identical graphics.
153
154       -pknormal [in.wad [out.txt]]
155           Detect identical normal.
156
157       -restore
158           Restore doom.wad and the pwad.
159
160       -usedidx [in.wad]
161           Color index usage statistics.
162
163       -usedtex [in.wad]
164           List textures used in all levels.
165
166       -wadir [in.wad]
167           List and identify entries in a wad.
168
169   General options
170       -overwrite
171           Overwrite all.
172
173       -dir dir
174           Extraction directory (default .).
175
176   Iwad
177       -doom dir
178           Path to Doom iwad.
179
180       -doom2 dir
181           Path to Doom II iwad.
182
183       -doom02 dir
184           Path to Doom alpha 0.2 iwad.
185
186       -doom04 dir
187           Path to Doom alpha 0.4 iwad.
188
189       -doom05 dir
190           Path to Doom alpha 0.5 iwad.
191
192       -doompr dir
193           Path to Doom PR pre-beta iwad.
194
195       -heretic dir
196           Path to Heretic iwad.
197
198       -hexen dir
199           Path to Hexen iwad.
200
201       -strife dir
202           Path to Strife iwad.
203
204       -strife10 dir
205           Path to Strife 1.0 iwad.
206
207   Wad options
208       -be
209           Assume all wads are big endian (default LE).
210
211       -deu
212           Add 64k of junk for DEU 5.21 compatibility.
213
214       -george|-s_end
215           Use S_END for sprites, not SS_END.
216
217       -ibe
218           Input wads are big endian (default LE).
219
220       -ile
221           Input wads are little endian (default).
222
223       -ipf code
224           Picture format (alpha, normal, pr; default normal).
225
226       -itf code
227           Input texture format (nameless, none, normal, strife11; default
228           normal).
229
230       -itl code
231           Texture lump (none, normal, textures; default normal).
232
233       -iwad
234           Compose iwad, not pwad.
235
236       -le
237           Assume all wads are little endian (default).
238
239       -obe
240           Create big endian wads (default LE).
241
242       -ole
243           Create little endian wads (default).
244
245       -otf code
246           Output texture format (nameless, none, normal, strife11; default
247           normal).
248
249       -pngoffsets
250           Override offsets in WADINFO with offsets contained in PNG metadata
251
252       -tf code
253           Texture format (nameless, none, normal, strife11; default normal).
254
255   Lump selection
256       -flats
257           Select flats.
258
259       -graphics
260           Select graphics.
261
262       -levels
263           Select levels.
264
265       -lumps
266           Select lumps.
267
268       -musics
269           Select musics.
270
271       -patches
272           Select patches.
273
274       -scripts
275           Select Strife scripts.
276
277       -sneas
278           Select sneas (sneaps and sneats).
279
280       -sneaps
281           Select sneaps.
282
283       -sneats
284           Select sneats.
285
286       -sounds
287           Select sounds.
288
289       -sprites
290           Select sprites.
291
292       -textures
293           Select textures.
294
295   Graphics
296       -bmp
297           Save pictures as BMP (.bmp).
298
299       -png
300           Save pictures as PNG (.png). Default format.
301
302       -gif
303           Save pictures as GIF (.gif).
304
305       -ppm
306           Save pictures as rawbits PPM (P6, .ppm).
307
308       -rgb r g b
309           Specify the transparent colour (default 0 47 47).
310
311   Sound
312       -rate code
313           Policy for != 11025 Hz (reject, force, warn, accept; default warn).
314
315   Reporting
316       -di name
317           Debug identification of entry.
318
319       -v0|-v1|-v2|-v3|-v4|-v5
320           Set verbosity level, default 2.
321

DIAGNOSTICS

323       All messages are identified by a unique code. Some messages are
324       identical; the code is useful to distinguish them. All codes have four
325       characters: two letters and two digits. The letters identify the part
326       of the code where the message comes from, the digits give the message
327       number within that area. In general, numbers are assigned so that
328       messages that come from parts of the code that are executed earlier
329       have lower numbers.
330

FILES

332       dir/flats/
333           When extracting, flats are saved to this directory. When composing,
334           flats are read from this directory.
335
336       dir/graphics/
337           When extracting, graphics are saved to this directory. When
338           composing, graphics are read from this directory.
339
340       dir/levels/
341           When extracting, levels are saved to this directory. When
342           composing, levels are read from this directory.
343
344       dir/lumps/
345           When extracting, lumps are saved to this directory. When composing,
346           lumps are read from this directory.
347
348       dir/musics/
349           When extracting, musics are saved to this directory. When
350           composing, musics are read from this directory.
351
352       dir/patches/
353           When extracting, patches are saved to this directory. When
354           composing, patches are read from this directory.
355
356       dir/scripts/
357           When extracting, Strife scripts are saved to this directory. When
358           composing, Strife scripts are read from this directory.
359
360       dir/sneaps/
361           When extracting, Doom alpha sneaps are saved to this directory.
362           When composing, Doom alpha sneaps are read from this directory.
363
364       dir/sneats/
365           When extracting, Doom alpha sneats are saved to this directory.
366           When composing, Doom alpha sneats are read from this directory.
367
368       dir/sounds/
369           When extracting, sounds are saved to this directory. When
370           composing, sounds are read from this directory.
371
372       dir/sprites/
373           When extracting, sprites are saved to this directory. When
374           composing, sprites are read from this directory.
375
376       dir/textures/texture1.txt
377           The TEXTURE1 lump (all but Doom alpha 0.4 and 0.5).
378
379       dir/textures/texture2.txt
380           The TEXTURE2 lump (all commercial IWADs except Doom 2).
381
382       dir/textures/textures.txt
383           The TEXTURES lump (Doom alpha 0.4 and 0.5).
384
385       dir/tx_start/
386           Special texture directory for certain engines such as ZDoom.
387           Specifying a positive integer after the name in wadinfo.txt causes
388           no format conversion to be performed (eg, PNGs and BMPs remain as
389           PNGs and BMPs in the WAD), otherwise an attempt to convert to
390           Doom’s patch format is done.
391
392       dir/wadinfo.txt
393           The default master file.
394

ENVIRONMENT

396       DOOMWADDIR
397           The directory where the iwad resides. The value of this environment
398           variable is overridden by -main, -doom and friends.
399
401       DeuTex is copyright © 1994-1995 Olivier Montanuy, copyright © 1999-2005
402       André Majorel, copyright © 2006-2019 contributors to DeuTex.
403
404       Most of this program is under the GNU General Public License version 2,
405       but some of it is available under other licenses. This program is
406       distributed in the hope that it will be useful, but WITHOUT ANY
407       WARRANTY; without even the implied warranty of MERCHANTABILITY or
408       FITNESS FOR A PARTICULAR PURPOSE. See LICENSE for specific information
409       and copyright notices. All trademarks are property of their owners.
410

AUTHORS

412       The original author of DeuTex is Olivier Montanuy. From 1994 to 1996,
413       DeuTex was maintained by Olivier Montanuy with help from Per Allansson,
414       James Bonfield, Sharon Bowles, Mark Mathews, and Chuck Rossi. The
415       original manual was written by Kevin McGrail.
416
417       From version 4.0 (1999) through 4.4.902 (2005), the maintainer was
418       André Majorel (http://www.teaser.fr/~amajorel).
419
420       The project has since been maintained by a loose collaboration of
421       authors primarily as part of the Debian project and Freedoom project.
422       They include Jon Dowland, Simon Howard, Mike Swanson, RjY, Ayub Ahmed,
423       and Nick Zatkovich.
424

REPORTING BUGS

426       Please report bugs to the issue tracker at
427       https://github.com/Doom-Utils/deutex.
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431                                  07/21/2022                         DEUTEX(6)
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