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<h1>DeuTex FAQ</h1>
<dl>
<dt>
<a name="#q1">
<b>1. When I extract the contents of the Heretic iwad, why are
<code>CREDIT</code>, <code>E2END</code>, <code>FINAL1</code>,
<code>FINAL2</code>, <code>HELP1</code>, <code>HELP2</code> and
<code>TITLE</code> extracted into <code>lumps/</code> and not into
<code>graphics/</code> ?</b>
</a>
<dd>
<p>
They're extracted into <code>lumps/</code> because that's what they are.
The <code>graphics/</code> directory is for images that are in the in the
so-called "picture" format, described in section [5-1] of the <a
href="ftp://archives.3dgamers.com/pub/idgames/docs/editing/dmspec16.zip"
>UDS</a> (<a
href="http://www.gamers.org/pub/idgames/docs/editing/dmspec16.zip"
>HTTP link</a>).
Those lumps are not in picture format, they're just straight bitmaps (320
× 200 pixels, 64,000 bytes).
</p>
<p>
The distinction may seem academic, but it isn't.
If those lumps were extracted into <code>graphics/</code>, it would be
impossible to compose your wad correctly afterwards.
In the wad created by DeuTex, <code>CREDIT</code> and friends would be in
the picture format while the engine expects them to be in the 64000-byte
matrix format.
</p>
<dt>
<b>2. When I extract the contents of the Hexen iwad, why are
<code>CREDIT</code>, <code>FINALE1</code>, <code>FINALE2</code>,
<code>FINALE3</code>, <code>HELP1</code>, <code>HELP2</code>,
<code>INTERPIC</code> and <code>TITLE</code> extracted into
<code>lumps/</code> and not into <code>graphics/</code> ?</b>
<dd>
<p>
See question <a href="#q1">1</a>.
</p>
<dt>
<b>3. I've composed a wad. When I play it, the transparent areas in the
graphics look opaque and blue or grey, like this :</b>
<dd>
<div style="text-align: center">
<img src="transpblue.png" alt="Screenshot" width="320" height="167">
</div>
<p>
This is what happens when you try to use DeuTex 4 on files extracted by
DeuTex 3 or WinTex.
</p>
<p>
It happens because DeuTex 3 and WinTex use (0, 255, 255) <span
style="background: #00ffff; color:black">(cyan)</span> for transparent
areas while DeuTex 4 uses (0, 47, 47) <span style="color: white;
background: #002f2f">(dark blue-green)</span>.
Therefore, what looks like a transparent pixel to DeuTex 3 and WinTex
just looks like an opaque, cyan pixel to DeuTex 4.
The closest match to cyan in the Doom palette is (115, 115, 255) <span
style="background: #7373ff; color: white">(blue-mauve)</span> so
that's what you get.
</p>
<p>
Try one of the following :
</p>
<ul>
<li>convert your files to use (0, 47, 47) instead of (0, 255, 255),
<li>recreate your files using DeuTex 4,
<li>
recreate your files using DeuTex 3 with the "<code>-rgb 0 47 47</code>"
option,
<li>
recreate your files using WinTex using the appropriate option (if it
exists),
<li>
when composing, give DeuTex 4 the "<code>-rgb 0 255 255</code>" option.
</ul>
<dt>
<b>4. The musics are extracted into <code>lumps/</code>.</b>
<dd>
<p>
This has been fixed in version 4.4.
</p>
<dt>
<b>5. When composing, is there a way to include only the resources
actually used by the levels ?</b>
<dd>
<p>
No. Though it would certainly be nice to have.
</p>
</dl>
<hr>
<p>
AYM 2005-08-29
</p>
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