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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, wad-
     info.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 tex-
     tures/, 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 nor-
	 mal).

     -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  nor-
	 mal).

     -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 com-
	 posing, 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  con-
	 version  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) 2006-2021 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  PUR-
     POSE.  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,  Deu-
     Tex  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  Za-
     tkovich.

REPORTING BUGS
     Please	 report      bugs      to      the	issue	  tracker     at
     https://github.com/Doom-Utils/deutex.

				   08/01/2026			       DEUTEX(6)

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