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Do things with wad files.
DEUTEX(6) Games Manual 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 exam‐ ple, 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) com‐ mand. When decomposing a wad, DeuTex creates one file for each lump. The files are cre‐ ated 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 doc‐ src/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 Andre Majorel. Most of this program is GPL'd but some of it is available under other licenses. This pro‐ gram 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. 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)DeuTex 4.4.902 2005-08-31 DEUTEX(6)
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