Provided by: deutex_4.4.902-14_amd64 bug

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

--

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>.

--

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)