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Extract tiles and maps from Duke Nukem 64?

User is offline   Marscaleb 

#1

Is there any way to extract the tiles and maps from Duke Nukem 64?
Or by any chance, has anyone already done so?
I know that I can run Duke 64 inside Red Nukem, but I have no idea how I can extract the level data nor tile data from there.

I'm interested in making a mod that uses some of those assets. Mostly I want the sprites and tiles that were unique to that version, but I'm also interested in extracting some of the maps, especially the multiplayer maps.
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User is offline   quakis 

#2

View PostMarscaleb, on 11 August 2026 - 06:31 PM, said:

Or by any chance, has anyone already done so?

There was a DUKE64 TC that existed prior to the Rednukem support, this might save you some time finding the assets you need: https://www.moddb.com/mods/dn64

This post has been edited by quakis: Yesterday, 06:29 AM

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User is online   ck3D 

#3

View Postquakis, on 12 August 2026 - 06:28 AM, said:

There was a DUKE64 TC that existed prior to the Rednukem support, this might save you some time finding the assets you need: https://www.moddb.com/mods/dn64


I was going to suggest this. Making a new Duke 64 episode actually is something I considered a long time ago myself; my main point of interest would have been, how to use Duke level design to really optimize the use of all of the new weapons and their mechanics, e.g.. the grenade bounces (always loved those), big crowds to delete with Plasma Cannon... But then what practically stopped me was realizing I would just be making completely viable Duke 3D maps and just TC-locked. That is why instead I personally am currently trying to focus on base D3D/EDuke projects that I'll then easily be able to decline into 'optimized editions' for, e.g.., Duke 64, Total Meltdown, Alien Armageddon, etc. (i.e.. Duke Nukum V). Also have made it clear to myself now that as soon as EDuke becomes a must for a given project, then limit-breaking, TROR, etc. all become fair game as well, they have been around and modern staples for long enough and unless a specific TC calls for an outdated version no longer are features worth ruling out for maximum compatibility with what I see people nowadays actually play.

I would offer mapping help on your project but unfortunately do not have the luxury of unlimited time and am busy enough. Having Zero Hour directly playable as an EDuke mod (somehow) and being able to make maps for that now I think for a long time will remain my fever dream, but at least Alien Armageddon has a lot of the texture set :lol: Plus so many available palettes; one of the catches for me when I started making levels for that mod was how easily I could now do locations, tech bases etc. that felt like DooM 64 just because of the colors.

This post has been edited by ck3D: Yesterday, 06:43 AM

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User is offline   Marscaleb 

#4

View Postquakis, on 12 August 2026 - 06:28 AM, said:

There was a DUKE64 TC that existed prior to the Rednukem support, this might save you some time finding the assets you need: https://www.moddb.com/mods/dn64

Yup, looks like all the new tiles are there, and the levels I wanted too. (The levels will probably require less fixing than if I got a direct rip.)
Thanks! That was super helpful!


View Postck3D, on 12 August 2026 - 06:39 AM, said:

I would offer mapping help on your project but unfortunately do not have the luxury of unlimited time and am busy enough.


That's cool; you'd probably be disappointed anyway, because I'm not really trying to extend Duke 64. I really just wanted some of the exclusive tiles they made, not even the weapons, just the alternate versions of the posters, magazines, women, and the like.

And now that I think about it, what about the tiles from Duke Nukem Zero Hour? There might be some fun ones in there that I'd like to use.
And I didn't think about it before, but I'd like to snag Zero Hour's multiplayer levels too, since the format is compatible with vanilla Duke. It would take a little bit of work to fix them up I'm sure, but I imagine that would be worth it.
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User is offline   quakis 

#5

View PostMarscaleb, on 12 August 2026 - 01:58 PM, said:

And now that I think about it, what about the tiles from Duke Nukem Zero Hour? There might be some fun ones in there that I'd like to use.

Those can also be found here in the first post, first link: https://forums.duke4...hour-resources/
To view the maps in the editor properly, try the resource Fox posted at post #85: http://duke64.duke4...._private/ZH.zip
If you have issues seeing the first map in Mapster, try renaming and removing the 1.
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User is online   ck3D 

#6

View PostMarscaleb, on 12 August 2026 - 01:58 PM, said:

I really just wanted some of the exclusive tiles they made, not even the weapons, just the alternate versions of the posters, magazines, women, and the like.


I see, then for such purposes yes I reckon Fox's TC should do the trick. If anything, if you ever end up with material you later realize could take, or wish had a different form (as in, new maps or art not dependent and bound to an existing TC) should and will be quick to simply convert back to D3D and/or to whichever (possibly new) project. Probably best not to overthink it if you just want to have fun then let it happen and maybe one day will decide to build (Build) upon that.

Re: Zero Hour I am going to double down and recommend Alien Armageddon again, especially if the goal is to mess around. Dan made this video showing off the levels of the most recent episode a while back, I was going to post it to refer to how much my own maps (mostly from 9:02 on) use ZH art, but in reality turns out that many of the other mappers do, watching the footage from that angle (it's easy to tell why even if they don't verbalize it: nails the original D3D feel except with even more grit). Anyway that mod has 25000+ textures, maybe half of them not by Sebab if not into his style, and 120+ palettes for each (via ExtClut), it is like mapping for an entirely new free Build game with so many classic Duke and first person/1990's gaming elements in it, anyone who feels like getting lost in the sauce probably should start checking that out as a Duke 3D+ modding starter pack if anything. (We did go a bit wild for that episode, but no one has to be doing that and it is possible to use the assets in so many different curated ways.)

This post has been edited by ck3D: Yesterday, 04:44 PM

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