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NAMEdeutex - do things with wad filesSYNOPSISdeutex -?|-h|-help|--helpdeutex --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] DESCRIPTIONDeuTex 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 wadTo 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 wadComposing 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 operationsDeuTex has many (too many?) other commands like -join, -merge, -usedtex etc.OPTIONSModal options not requiring an iwad-?, -h, -help, --helpPrint 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.wadCopy 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-overwriteOverwrite all.
-dir dir Extraction directory (default .).
Iwad-doom dirPath 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-beAssume 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-flatsSelect 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-bmpSave 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 codePolicy for != 11025 Hz (reject, force,
warn, accept; default warn).
Reporting-di nameDebug identification of entry.
-v0|-v1|-v2|-v3|-v4|-v5 Set verbosity level, default 2.
DIAGNOSTICSAll 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.FILESdir/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.
ENVIRONMENTDOOMWADDIRThe directory where the iwad resides. The value of this
environment variable is overridden by -main, -doom and
friends.
COPYRIGHTDeuTex is copyright © 1994-1995 Olivier Montanuy, copyright © 1999-2005 André Majorel, copyright © 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. AUTHORSThe 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 André 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 BUGSPlease report bugs to the issue tracker at https://github.com/Doom-Utils/deutex.
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