src-eduke32-tools   5-01-2026    9F/1.17M   © 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)

 

 

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