DUKE NUKEM II LEVEL EDITOR (and other stuff)

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K1n9_Duk3
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DUKE NUKEM II LEVEL EDITOR (and other stuff)

Post by K1n9_Duk3 »

Hi there. I've been working on a Level Viewers for Cosmo's Cosmic Adventure, Duke Nukem and Duke Nukem II, based on the information that can be found on the ModdingWiki pages.

Links:
K1n9_Duk3's Enormous Tool (a.k.a. Duke2Edit)

Level viewers for Duke1, Cosmo and other games

Original post:

I'm basically done with the major stuff, I just need to figure out the mapping from ActorTypes to the in-game sprites. Right now, it looks like this (E1L1):
Image
All the images are read from the Cosmo data files, except for the little squares with Hex-digits in them.
Last edited by K1n9_Duk3 on Sat Nov 05, 2016 22:19, edited 9 times in total.
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Post by mortimer »

:garg :garg :garg :garg :garg
Last edited by mortimer on Sun Jul 12, 2020 20:05, edited 1 time in total.
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Post by tulip »

oh man oh man, you're on a roll here.

Anyway that is a thing I'll definetly use.
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Roobar
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Post by Roobar »

Keen Cosmo mod? :p
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Post by K1n9_Duk3 »

tulip wrote:oh man oh man, you're on a roll here.
Yes. And I didn't even post anything about my Duke Dukem 1 level viewer.
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DHeadshot
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Post by DHeadshot »

Duke Dukem? :confused
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Post by Calvero »

There are already two Cosmo level editors for DOS available, but one for Windows or Linux would be nice.

maps
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K1n9_Duk3
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Post by K1n9_Duk3 »

DHeadshot wrote:Duke Dukem? :confused
You don't know him? He's Dangerous Nave's arch rival! just kidding
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Post by K1n9_Duk3 »

Sorry for double-posting (again). I've just uploaded a first version of the level viewer (see first post for the link). It's a Win32 program written in BlitzMax, so you should have no problems running it if you were able to run KEENGINE or the catacomb level viewer I uploaded earlier.

I'm not sure if i'll be adding some map editing capabilities later...
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Post by Levellass »

Looks excellent, will it handle Duke Dukem 2 levels as well?
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Post by K1n9_Duk3 »

Levellass wrote:Looks excellent, will it handle Duke Dukem 2 levels as well?
This program will probably never handle those files, as I'm kepping everythis really simple. Handling multiple formats would require some GUI code to select which format you're going to load. But I'll probably create a Duke Nukem 2 level viewer at some point. I already looked at the format of the Nukem2 files and was able to extract most of the image data (backdrops, CZones ect.) and save it to PNG files. The layout of the map looks a bit complicated, but I'll try to write some code for it.

Over the last few days, I've been working on a Keen Galaxy level viewer that will export all differend map planes as PNG images to make the creation of maps for the keenwiki a bit easier. I already exported all levels from all three episodes of TUIT... :crazy
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Post by Levellass »

But surely they're not diferent formats are they? Aren't they based on the same kind of graphics and layout? Certainly I can't say there's been too much trouble for me deciding between different formats, there are usually tells.
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Post by K1n9_Duk3 »

Levellass wrote:But surely they're not diferent formats are they?
Well, Cosmo only has one tileset consisting of 3 files (masked tiles, unmasked tiles and tileinfo) while the Duke2 CZones contain all that in a single file. And Consmo refers to music and backdrops by index, Duke2 stores strings in the level files.
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Post by K1n9_Duk3 »

I just wanted to inform anyone who's interested that I got a map viewer for Duke Nukem II done and will probably be releasing it some time next week.

Also, I figured out what the "unknown" data in Duke2 and Cosmo levels contains. So I know basically everything about the map format of these two games now.
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Nospike
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Post by Nospike »

Does that mean we can have level editors now?
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