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DEUTEX(6)							     DEUTEX(6)

NAME
       deutex -	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.

COPYRIGHT
       DeuTex is copyright (C) 1994-1995 Olivier Montanuy, copyright (C)
       1999-2005 AndrA(C) Majorel, copyright (C) 2006-2019 contributors	to
       DeuTex.

       Most of this program is under the GNU General Public License version 2,
       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 property of their owners.

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
       AndrA(C)	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.

				  03/01/2021			     DEUTEX(6)

NAME | SYNOPSIS | DESCRIPTION | OPTIONS | DIAGNOSTICS | FILES | ENVIRONMENT | COPYRIGHT | AUTHORS | REPORTING BUGS

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