RogueConverter is a C# tool for Diabotical / Diabotical Rogue, that is capable of:
- Converting all blocks from the map into diagonal/rectrangle props.
- Rescaling converted map (making it bigger or smaller)
- Converting respects block type (diagonal/solid) and creates corresponded prop
- You can select if block material should be taken into consideration while converting them (so you can get different materials on converted props aswell. Otherwise every prop will be with same material)
- It removes any original prop, that starts with
prop_
and isn'tinvis
prop - All other entities (triggers, tps, lights, etc) stays the same
- I tried to convert ramps, but they are misplaced for now (maybe i'll found solution for converting any
invis
props into newblockout
props)
- Put .exe in a folder with .rbe files (Diabotical map folder -
%appdata%/Diabotical/Maps
). For now it works only with original/parsed Diabotical maps. If you save map in-game (Diabotical Rogue), it will update version and no longer can be loaded in this tool.
- If map is loaded, you will get short map info. From this point you can select what operation you want to do with the map
- After executing operation it will automatically generate new file in Diabotical Rogue folder (
%appdata%/DiaboticalRogue/Maps
). With postfix_rogue
for converted maps, and_rescaled
for scaled maps. - You can edit new map right away, by typing command (or copy from app output) to in-game console
/edit newmapname
Write me in Discord: @dhcold
pressOK
- for creating original tool and also helping me a lot.hst
- for helping me to understand parsing/writing process and helping overall during process. Check out his tools too!GD Studio
- for creating amazing games 🫶
// Create an instance of MapHandler
MapHandler mapHandler = new MapHandler();
// Load a map from file
MapObject mapObject = mapHandler.LoadMap("path/to/your/mapfile.rbе");
// Access map data
Console.WriteLine($"Map Version: {mapObject.ver}");
Console.WriteLine($"Author: {mapObject.authorName}");
// Access other map components: materials, blocks, entities, etc.
// Save the map to file
mapHandler.SaveMap(mapObject, "path/to/save/mapfile.rbe");