DEUTEX(6)
okay so you opened DEUTEX(6) β that's section 6 of the manual, bestie β and it's about a program called deutex. Buckle up, it's a lot. π
πΈ NAME πΈ
deutex β do things with wad files π¦
β¨ SYNOPSIS β¨
like, here's every single way you can yell at this thing:
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]
π DESCRIPTION π
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 β or do the whole thing in reverse β and honestly? Much more. π
When it extracts a lump to a file, it does not just copy the raw data. It converts it to an appropriate format (think PPM for graphics, Sun audio for samples, etc.). And conversely, when it reads files for inclusion in pwads, it does the necessary conversions (for example, from PPM to Doom picture format). It's giving bidirectional icon behavior. β¨
π§ Decomposing a wad
To decompose a wad (i.e. extract its contents), use the -extract command (a.k.a. -xtract). When decomposing a wad, DeuTex creates one file for each lump. The files get 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. Do not lose her. π
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
π Composing (building) a wad
Composing is the symmetrical process, bestie. It's done with the three commands -build, -create and -make, which are all equivalent. Using wadinfo.txt and the files in flats/, lumps/, musics/, patches/, sounds/, sprites/ and textures/, DeuTex creates a new wad. β¨
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
π Other operations
DeuTex has many (too many?) other commands like -join, -merge, -usedtex etc. She's an overachiever, no cap. π
π OPTIONS π
π Modal options not requiring an iwad
-?,-h,-help,--helpβ Print list of options. Your basic "help me bestie" move.-syntaxβ Print the syntax of wad creation directives.--versionβ Print version number and exit immediately. Short, sweet, iconic.-unused in.wadβ Find unused spaces in a wad. Detective mode fr fr. π΅οΈ
π Modal options requiring an iwad
-add in.wad out.wadβ Copy sp & fl of iwad andin.wadtoout.wad.-af flats.wadβ Append all floors/ceilings to the wad.-append io.wadβ Add sprites & flats of iwad toio.wad.-as sprite.wadβ Append all sprites to the wad.-build|-create|-make [in.txt] out.wadβ Make a pwad.-check|-test in.wadβ Check the textures.-debug [file]β Debug color conversion.-extract|-xtract [in.wad [out.txt]]β Extract some/all entries from a wad.-get entry [in.wad]β Get a wad entry from main wad orin.wad.-join incomplete.wad in.wadβ Append sprites & flats of Doom to a pwad.-merge in.wadβ Mergedoom.wadand a pwad.-pkgfx [in.wad [out.txt]]β Detect identical graphics.-pknormal [in.wad [out.txt]]β Detect identical normal.-restoreβ Restoredoom.wadand the pwad.-usedidx [in.wad]β Color index usage statistics.-usedtex [in.wad]β List textures used in all levels.-wadir [in.wad]β List and identify entries in a wad.
πΈ General options
-overwriteβ Overwrite all. Zero hesitation, main character energy.-dir dirβ Extraction directory (default.).
π¦ Iwad
-doom dirβ Path to Doom iwad.-doom2 dirβ Path to Doom II iwad.-doom02 dirβ Path to Doom alpha 0.2 iwad.-doom04 dirβ Path to Doom alpha 0.4 iwad.-doom05 dirβ Path to Doom alpha 0.5 iwad.-doompr dirβ Path to Doom PR pre-beta iwad.-heretic dirβ Path to Heretic iwad.-hexen dirβ Path to Hexen iwad.-strife dirβ Path to Strife iwad.-strife10 dirβ Path to Strife 1.0 iwad.
π Wad options
-beβ Assume all wads are big endian (default LE).-deuβ Add 64k of junk for DEU 5.21 compatibility. Yes, 64k of junk. It's a vibe. ποΈ-george|-s_endβ UseS_ENDfor sprites, notSS_END.-ibeβ Input wads are big endian (default LE).-ileβ Input wads are little endian (default).-ipf codeβ Picture format (alpha,normal,pr; defaultnormal).-itf codeβ Input texture format (nameless,none,normal,strife11; defaultnormal).-itl codeβ Texture lump (none,normal,textures; defaultnormal).-iwadβ Compose iwad, not pwad.-leβ Assume all wads are little endian (default).-obeβ Create big endian wads (default LE).-oleβ Create little endian wads (default).-otf codeβ Output texture format (nameless,none,normal,strife11; defaultnormal).-pngoffsetsβ Override offsets in WADINFO with offsets contained in PNG metadata-tf codeβ Texture format (nameless,none,normal,strife11; defaultnormal).
β Lump selection
-flatsβ Select flats.-graphicsβ Select graphics.-levelsβ Select levels.-lumpsβ Select lumps.-musicsβ Select musics.-patchesβ Select patches.-scriptsβ Select Strife scripts.-sneasβ Select sneas (sneaps and sneats).-sneapsβ Select sneaps.-sneatsβ Select sneats.-soundsβ Select sounds.-spritesβ Select sprites.-texturesβ Select textures.
π¨ Graphics
-bmpβ Save pictures as BMP (.bmp).-pngβ Save pictures as PNG (.png). Default format.-gifβ Save pictures as GIF (.gif).-ppmβ Save pictures as rawbits PPM (P6,.ppm).-rgb r g bβ Specify the transparent colour (default0 47 47).
π Sound
-rate codeβ Policy for != 11025 Hz (reject,force,warn,accept; defaultwarn).
π’ Reporting
-di nameβ Debug identification of entry.-v0|-v1|-v2|-v3|-v4|-v5β Set verbosity level, default 2.
π DIAGNOSTICS π
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. So like, earlier code = smaller number. Makes sense, bestie. π
π FILES π
dir/flats/β When extracting, flats are saved to this directory. When composing, flats are read from this directory.dir/graphics/β When extracting, graphics are saved to this directory. When composing, graphics are read from this directory.dir/levels/β When extracting, levels are saved to this directory. When composing, levels are read from this directory.dir/lumps/β When extracting, lumps are saved to this directory. When composing, lumps are read from this directory.dir/musics/β When extracting, musics are saved to this directory. When composing, musics are read from this directory.dir/patches/β When extracting, patches are saved to this directory. When composing, patches are read from this directory.dir/scripts/β When extracting, Strife scripts are saved to this directory. When composing, Strife scripts are read from this directory.dir/sneaps/β When extracting, Doom alpha sneaps are saved to this directory. When composing, Doom alpha sneaps are read from this directory.dir/sneats/β When extracting, Doom alpha sneats are saved to this directory. When composing, Doom alpha sneats are read from this directory.dir/sounds/β When extracting, sounds are saved to this directory. When composing, sounds are read from this directory.dir/sprites/β When extracting, sprites are saved to this directory. When composing, sprites are read from this directory.dir/textures/texture1.txtβ The TEXTURE1 lump (all but Doom alpha 0.4 and 0.5).dir/textures/texture2.txtβ The TEXTURE2 lump (all commercial IWADs except Doom 2).dir/textures/textures.txtβ The TEXTURES lump (Doom alpha 0.4 and 0.5).dir/tx_start/β Special texture directory for certain engines such as ZDoom. Specifying a positive integer after the name inwadinfo.txtcauses 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.txtβ The default master file. π
π ENVIRONMENT π
DOOMWADDIRβ The directory where the iwad resides. The value of this environment variable is overridden by-main,-doomand friends.
π COPYRIGHT π
DeuTex is copyright Β© 1994-1995 Olivier Montanuy, copyright Β© 1999-2005 AndrΓ© Majorel, copyright Β© 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 PURPOSE. See LICENSE for specific information and copyright notices. All trademarks are property of their owners.
π AUTHORS π
Okay so 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. And the original manual? That was written by Kevin McGrail. π
From version 4.0 (1999) through 4.4.902 (2005), the maintainer was AndrΓ© Majorel (http://www.teaser.fr/~amajorel). β¨
And since then? The project has been maintained by a loose collaboration of authors, primarily as part of the Debian project and the Freedoom project. That lineup includes Jon Dowland, Simon Howard, Mike Swanson, RjY, Ayub Ahmed, and Nick Zatkovich. The way this thing has been passed down like a sacred heirloom for decades fr fr π«Ά
π REPORTING BUGS π
Found a bug? Please report bugs to the issue tracker at:
https://github.com/Doom-Utils/deutex
That's the spot. Go tell them. Not me. Them. ππ
And that's the whole page bestie!! π
This was the DEUTEX(6) manual page β the source/version on the footer, dated 01/16/2026. Slay, go make some WADs, ily πβ¨π¦
π¦ where this page comes from
- fedora 44: deutex 5.2.3-4.fc44 Β· GPL-2.0-or-later and MIT
- ubuntu resolute: deutex 5.2.3-1build1 Β· GPL-2.0-or-later
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms