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.

 

 

Filename and author Size (kb) Description
TOOLS FOR EDUKE32
Blood To Eduke32 (src only)
flanker767
48 Bloodcmhrp tool

 

 

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.

 

 

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.

 

 

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.

PalMake creates a palette from a png file.
PalShift lets you modify the Palette.dat file used in build games/duke3d.

 

 

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:
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 to explain)

 

 

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)



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


CONLangSyntaxNotepad++
?
2.58 Eduke32 CON Language syntax for Notepad++




art2png source code
?
64.1


dukedc_patch.zip
JonoF, scripted by supergoofy
69.6 This small patch will convert DUKEDCPP.SSI to DUKEDC.GRP

 

 

vacation_patch.zip
JonoF, scripted by supergoofy
34.4 This small patch will convert VACA15.SSI to VACATION.GRP

 

 

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

 

 

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