deutex - do things with wad files
] -add incomplete.wad out.wad
] -af flats.wad
] -append incomplete.wad
] -as sprite.wad
] -check in.wad
] -get entry
] -join incomplete.wad in.wad
] -merge in.wad
] -unused in.wad
] -xtract in.wad
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).
To decompose a wad (i.e. extract its contents), use the -extract
) 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/
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 is the symmetrical process. It’s done with the three commands
, that are equivalent. Using
and the files in flats/
, 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
DeuTex has many (too many?) other commands like -join
Print list of options.
Print the syntax of wad creation
Print version number and exit
Find unused spaces in a wad.
-add in.wad out.wad
Copy sp & fl of iwad and in.wad to
Append all floors/ceilings to the wad.
Add sprites & flats of iwad to
Append all sprites to the wad.
Make a pwad.
Check the textures.
Debug color conversion.
Extract some/all entries from a wad.
Get a wad entry from main wad or in.wad.
-join incomplete.wad in.wad
Append sprites & flats of Doom to a
Merge doom.wad and a pwad.
Detect identical graphics.
Detect identical normal.
Restore doom.wad and the pwad.
Color index usage statistics.
List textures used in all levels.
List and identify entries in a wad.
Extraction directory (default .).
Path to Doom iwad.
Path to Doom II iwad.
Path to Doom alpha 0.2 iwad.
Path to Doom alpha 0.4 iwad.
Path to Doom alpha 0.5 iwad.
Path to Doom PR pre-beta iwad.
Path to Heretic iwad.
Path to Hexen iwad.
Path to Strife iwad.
Path to Strife 1.0 iwad.
Assume all wads are big endian (default
Add 64k of junk for DEU 5.21
Use S_END for sprites, not
Input wads are big endian (default LE).
Input wads are little endian (default).
Picture format (alpha, normal,
pr; default normal).
Input texture format (nameless,
none, normal, strife11; default normal).
Texture lump (none, normal,
textures; default normal).
Compose iwad, not pwad.
Assume all wads are little endian
Create big endian wads (default LE).
Create little endian wads (default).
Output texture format (nameless,
none, normal, strife11; default normal).
Texture format (nameless, none,
normal, strife11; default normal).
Select Strife scripts.
Select sneas (sneaps and sneats).
Save pictures as BMP (.bmp).
Save pictures as PNG (.png). Default
Save pictures as GIF (.gif).
Save pictures as rawbits PPM (P6,
-rgb r g b
Specify the transparent colour (default 0 47
Policy for != 11025 Hz (reject,
force, warn, accept; default warn).
Debug identification of entry.
Set verbosity level, default 2.
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.
When extracting, flats are saved to this
directory. When composing, flats are read from this directory.
When extracting, graphics are saved to this
directory. When composing, graphics are read from this directory.
When extracting, levels are saved to this
directory. When composing, levels are read from this directory.
When extracting, lumps are saved to this
directory. When composing, lumps are read from this directory.
When extracting, musics are saved to this
directory. When composing, musics are read from this directory.
When extracting, patches are saved to this
directory. When composing, patches are read from this directory.
When extracting, Strife scripts are saved to
this directory. When composing, Strife scripts are read from this
When extracting, Doom alpha sneaps are saved
to this directory. When composing, Doom alpha sneaps are read from this
When extracting, Doom alpha sneats are saved
to this directory. When composing, Doom alpha sneats are read from this
When extracting, sounds are saved to this
directory. When composing, sounds are read from this directory.
When extracting, sprites are saved to this
directory. When composing, sprites are read from this directory.
The TEXTURE1 lump (all but Doom alpha
0.4 and 0.5).
The TEXTURE2 lump (all commercial iwads
except Doom 2).
The TEXTURES lump (Doom alpha 0.4 and
The default master file.
The directory where the iwad resides. The
value of this environment variable is overridden by -main, -doom
DeuTex is copyright © 1994-1995 Olivier Montanuy, copyright ©
1999-2005 André Majorel, copyright © 2006-2017 contributors to
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.
The 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
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.
Please report bugs to the issue tracker at