src-eduke32-tools Version 4-09-2017 Release 13
19F/5.27M (c) RTCM Corvin
Tools related to EDuke32. Mapster32 (a BUILD Editor replacement) is
included with the EDuke32 download.
Many more tools in other sections of this site still work with EDuke32, so
please check them.
Some of these tools still work with Duke3D and other BUILD Games.
|Filename and author
||Java Based. Wad2ART, Wad2Map.
Configuration files for Doom, Doom2, Heretic, Hexen and Strife.
Palette Editor v1.01 (src inc)
||tool to work with the Duke 3D PALETTE.DAT and LOOKUP.DAT files so I
could edit the palette swaps.
+ Java-based multi-platform code.
+ Simple and easy to use GUI with tabbed editing.
+ Support for reading, writing importing & exporting DAT / PAL / ACT / BMP
/ PNG / GIF palette files!
+ Support for importing / exporting between different file formats
+ Easy file opening with drag-and-drop support!
+ Full dynamic plugin support via jar files for handling custom file types!
+ Version checker.
||An altered duke3d palette for Paintshop Pro that will help with a
conflict in importing images through Dukeres made with PSP. The bright pink
colors conflict and the highbright version has been lightened.
Blood To Eduke32 (src
Various, Maintained by Hendricks266
||Many BUILD and EDuke32 Useful tools.
- kextract Ken Silverman engine utils extracts data from GRP "group
- kgroup Ken Silverman engine utils creates GRP "group files" out of
- transpal Ken Silverman engine utils generates shading/translucence
tables from a palette
- wad2art Ken Silverman engine utils novelty utility for converting
Doom art resources in WAD files to BUILD ART files, PALETTE.DAT, and
- wad2map Ken Silverman engine utils novelty utility for converting
Doom level maps in WAD files to BUILD map files
- kmd2tool Ken Silverman engine utils translates MD2 models along the
z axis (zoffset)
- md2tool Helixhorned engine utils query MD2 model info or change the
scale/translate fields so that desired bounds are produced
- generateicon JonoF engine utils converts images (.ico? .bmp?) to .c
files for the purpose of being embedded as icons in SDL executables
- cacheinfo JonoF engine utils engine cache information tool; scans
all files in current directory
- arttool JonoF, Hendricks266 engine utils constructs all attributes
of ART files and can import art tiles in PCX and TGA formats
- givedepth JonoF engine utils transforms a single image from an ART
tile into a voxel with the image layered to a specified depth
- mkpalette JonoF engine utils inputs simple color ranges in HSV
format and automatically generates a palette with shade steps
- unpackssi JonoF engine utils unpacks the SSI files employed to hold
the data of Sunstorm Interactive expansion packs
- bsuite JonoF, Hendricks266 engine utils "Build Customization Suite",
imports and extracts game palettes
- enumdisplay JonoF engine dxutils Windows-only; enumerates all
available display modes to enumdisplay.txt by default
- getdxdidf JonoF engine dxutils Windows-only; enumerates available
inputs, from keyboard, mouse, and joystick to didf.txt
- makesdlkeytrans JonoF engine sdlutils SDL-only; builds a key
translation table for compatibility purposes
- ivfrate Helixhorned game utils gets and sets the FPS of .ivf (VP8)
||# Tool for Duke Nukem map hacking
# list sprites from maps and their coordinates
# patch maphacks into maps
# check maphacks for duplicate or out-of-range entries
# diff maps and update maphacks from the diff
# (so you can adjust angles directly in Mapster32)
||used to adapt Maphacks between versions of Duke
Nukem 3D (1.3d/1.5)
Build ART Files Editor (BAFed)
v1.160 (src inc)
||Program written on Java; requires Java
installed on your computer. Combines BASTart and DukeRes programs, with
other palettes supported and comfortable GUI like Dukeres.
1. 32bit image
will automatically converted to choosen palette.
2. You can import a several ART files to one file at once
3. You can import a folder with 8bit *.bmp or 32bit *.png images at once and
also export images from opened ART file with saving description.ini file
with all information about tiles in ART for subsequent import after edit ini
file. (as you can make it throught tga2art and art2tga)
4. supported Build palettes (dat), photoshop palettes (act) and Microsoft
5. You can resize choosen tile at opened ART
6. For make animation you can choose last tile of animation with Ctrl + LMB,
animation will be from choosed tile to last tile.
7. I made movable preview picture of choosen tile....you can see at all
parts of the picture at 700% scale.
-added tile viewer
1. Added fast conversion palette of choosed tile.
For conversion tile to other palette, you need click to "Convert tile
palette" and then choose other palette: duke3d palette, blood palette, sw
palette, custom palette (see 2) or load external palette. For batch
conversion you can use batch export to png, change palette and import
exported png files
2. I added custom palette menu after loaded external palette, therefore you
can swithing between duke3d, blood or sw palette and your own loaded palette
3. Added a navigation on TileViewer with arrows
EDITART Two v2.1 (src inc)
||This version is capable of creating up to
15,360 tiles (60 files. Art)
and was designed
for DOS EDuke version 2.1, but it works with all ports.
The source code is compiled with OpenWatcom.
Note: To run this editart DOS4GW.EXE needs the extender installed in the same
folder. Includes modified names.h file.
32 shade palette
||Ken Silverman noticed that Duke3D's PALETTE.DAT file is 8K
longer than it should be. Any PALETTE.DAT file with 32 shades and
translucent table should be 74,498 bytes. Duke3D's palette is 82,690 bytes,
but it only has 32 shades! The reason is that at one time, Duke3D had 64
shades in their "palookup" table....and an optimized PALETTE.DAT
made by CraigFatman
BUILD Pal Editor
||easy conversion of a image into a duke3d
A simple program I created that use the provided
palette.png file to create a new duke3d palette. The image file is just a
series of white squares that you fill with the colors you want, arranged in
order of the duke3d palette so you can make sure the colors are in the
correct positions for shading and such. Use any paint program to customize
the palette.png, rename it, and use the program to convert the palette.
PalMake creates a palette from a png file.
PalShift lets you modify the Palette.dat file used in build games/duke3d.
Compiled by Hendricks266
Build PNG tools v002
Kraig "Kraigose" Culp
This extracts the RAW art tiles to indexed PNGs.
This populates RAW art tiles from indexed PNGs. PNGs must be indexed for now
(use the included pal\duke3d.act in Photoshop).
Autoshading test v1.0 (src
||tool designed to apply basic shading to maps
What it's not going to do:
Cast shadow as new sectors, create shading from scratch, correct shading
based on the overall texture brightness.
What it does:
Reset the lighting of a map, adjust walls and sectors lighting based on a
specified reference (floor or ceiling, brightest or darkest, average value),
adjust walls brightness using "bulb sprites". More in the readme, it's
nothing fancy and there's probably another piece of software doing that very
thing somewhere else...
Not sure how the bulbs work though.
Pick a sprite you never actually use in your map (I picked 1220 in the
example maps). Place the sprite somewhere in your map, and set its hitag to
the light radius (every wall within that range will receive light). Since
the program doesn't create extra vertices, you need to break the wall
yourself. Use the "-bulb [tile number]" parameter so it knows what sprite
should emit light. There's no occlusion (light goes through walls), but only
wall facing the sprite and within range are affected anyway. It's not the
best way to do it (ideally I should rely on vertices instead of surfaces and
the surface's angle to determine the light level -- currently, only the
distance is considered). Bulbs do NOT affect flats (floor/ceiling).
This program only exists because I wanted to know what was exactly contained
within .map files (because of the "out-of-sector pivot" door glitch I tried
Ben Smit / ProAsm
||for Duke3d and Shadow Warrior.
xBuild is a frontend for Build.exe or Mapster32.exe
Just put the xBuild files in the same folder as your build editor.
Set the xBuild.ini file for which ever editor and game you are using.
xBuild allows the following while in the editor:
Ctrl + Alt + P will play your selected map.
Ctrl + Alt + B will backup your working map to a .bak file overwriting
Ctrl + Alt + X will give xBuild focus for whatever.
Clicking on 'Edit Map' while the editor is open, will then just shift focus.
xBuild will not allow you to exit until you have closed your build Editor.
If for some reason xBuild will not quit, then Ctrl + Alt + Q will kill it.
Includes: JFBuild Editor (Build_DN.zip)
JonoF, scripted by
||This small patch will convert
DUKEDCPP.SSI to DUKEDC.GRP
JonoF, scripted by
||This small patch will convert
VACA15.SSI to VACATION.GRP
||Put eduke32.exe, duke3d.grp,
dukedc.grp and dukedc.bat in the same folder
Run the included batch: dukedc.bat
||Put eduke32.exe, duke3d.grp,
vacation.grp and vacation.bat in the same folder
Run the included batch: vacation.bat