deutex — 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

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.

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.

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 Andr Majorel <URL:http://www.teaser.fr/~amajorel/>.

Questions and bug reports should be sent to the current maintainer, not to the original authors.