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src-eduke32-tools 5-21-2026 13F/ 1.36M
© 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 below will still work with Duke3D and other BUILD Games.
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| Filename and author | Size (kb) | Description |
TOOLS FOR EDUKE32 |
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Blood To Eduke32 (src
only) flanker767 |
48 | Bloodcmhrp tool
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PSP DukeFixPAL scott_aw |
2.96 | An altered duke3d palette for Paintshop Pro that will help with a
conflict in importing images through the old Dukeres program made with PSP. The bright pink
colors conflict and the highbright version has been lightened.
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32 shade palette CraigFatman |
28.5 | 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 here, an optimized
PALETTE.DAT.
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BUILD Pal Editor
013111 Scott_aw |
958 | easy conversion of a image into a duke3d
compatible palette. 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.
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Autoshading test v1.0 (src
inc) conrad coldwood |
60.6 | tool designed to apply basic shading to maps
What it's not going to do: Not sure how the bulbs work though.
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acc_rota5d 11-09-2014 conrad coldwood |
7.04 | [M32 Script]Rotate map, level sectors, 'splosions Extract the content of the archive in Duke3D directory, open Mapster32's console, type "include acc_rota5" and confirm. The script is meant to rotate selected walls and sprites in a transparent way (you won't need to open the console ever again, and it won't bother you while using Mapster): select a part of the map with RSHIFT, press and hold LCTRL to enable rotation mode (release LCTRL to leave). In rotation mode, you get a preview of the rotated selection, move the mouse cursor around to change the selected area's orientation. Press TAB to cycle through five different rotation points (upper left, upper right, lower left, lower right or center of the selection). Press SPACE to apply the rotation. There's also a sector leveling code included : it allows you to create complex prefabs (car, cupboard, fountains…) and past them into another sector without having to worry about the floor/ceiling/shading. Select a few sectors with RALT, move your cursor above another sector and press Q to level the floor and ceiling to the destination sector (the lowest floor and the highest ceiling are used for reference; their texture, flags, shading and tags are also changed to match the destination's). You can change the leveling mode with TAB: 0 - Adjust ceiling & floor (sprites stick to floor) 1 - Adjust ceiling & floor (sprites stick to ceiling) 2 - Adjust to floor (ceiling is slave -- height of the sector is preserved) 3 - Adjust to ceiling (floor is slave -- height of the sector is preserved) 'Splosions: in 3D mode, place the mouse cursor above an explosive device (SEENINE, REACTOR, FIREEXT, OOZFILTER, CRACK1, CRACK2, CRACK3 or CRACK4) and press X. If no HiTag is defined, the script tries to find the next highest value available. If the selected sprite has a friend (another visible sprite with the same HiTag (or LoTag for REACTOR) and PicNum), a trail of explosion is created to link them both. If it has multiple friends, only the first found is used. It is also possible to "append" extra explosions to an existing sequence (ie: a SEENINE with a LoTag of 100 can be used to spawn more explosions, starting with a wait time of 100). The explosion frequency and spread depends on the sprite PicNum. The extra explosions count depends on the type (cloud uses default count/trail uses distance) (sorry, just fixed a bug where the script would never exit a loop because there's a wall in the way of the trail and no extra sprite can be placed) Note there's a small bug with the rotation script: if you select only one of two points of a wall, the second point will be previewed, even though it's really ignored by the rotation. I'm also attach ExploTest.Map, check the rightmost crack in the wall (Sprite[11]): it doesn't connect at all unless I move it away from the wall first. Includes: EXPLOTEST.zip (1000bytes) |
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dmtcconv 2-10-2016 M210 |
119 | new JAVA converter with textures list. Syntax: 1. TEXTURE format: DOOM, DOOM2, PLUTONIA, TNT, HERETIC, HEXEN 2. FLAT TEXTURES CHUNK[TILEOFFSET] { DOOMTEXTURENAME TILENUM - TILEOFFSET } 3. WALLTEXTURES CHUNK[TILEOFFSET] { DOOMTEXTURENAME TILENUM - TILEOFFSET } 4. SPRITE CHUNK[TILEOFFSET] { DOOMTYPE: TILENUM - TILEOFFSET cstat: # lotag: # hitag: # z: # } z - is a offset from ceilingZ coordinate Textures format is a WAD file format. This option for different skies on maps (DOOM has a 4 skies, DOOM2 - has a 3 skies) PLUTONIA works as DOOM2, TNT has a some long textures, with that format converter calc offsets for this textures |
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CONLangSyntaxNotepad++ ? |
2.58 | Eduke32 CON Language syntax for Notepad++ |
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art2png source code ? |
64.1 | |
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dukedc_patch.zip JonoF, scripted by supergoofy |
69.6 | This small patch will convert
DUKEDCPP.SSI to DUKEDC.GRP
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vacation_patch.zip JonoF, scripted by supergoofy |
34.4 | This small patch will convert
VACA15.SSI to VACATION.GRP
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dukedc_eduke32_batch.zip ? |
1 | To launch game, put eduke32.exe, duke3d.grp, dukedc.grp and dukedc.bat in the same folder Run the included batch: dukedc.bat
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vacation_eduke32_batch.zip ? |
1 | To launch game, put eduke32.exe, duke3d.grp, vacation.grp and vacation.bat in the same folder Run the included batch: vacation.bat
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