DEUTEX(6)

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 André 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 André 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)