Modding tools for Divine Divinity.
Note: it may also work with files from Beyond Divinity, but I have not tested it.
Launching the program without any arguments will open the editor that allows to open and edit various binary files.
To launch the world editor, open a world file (world.xN) located in main/startup or in a save game folder. Help -> World editor menu provides info on how to use the world editor.
To launch the font editor, open a font file (.fnt) located in fonts folder. Font editor allows to change font and its glyphs' properties. It also allows to export glyphs as PNG images and import them back.
Note: This only works with files that have other files embedded inside them. Full list of those files: flat.cmp, global.cmp, sound.cmp, voice.cmp.
To unpack a file, run dt.exe unpack <path-to-cmp> in a terminal (or dt if you are on Linux), where <path-to-cmp> is the path to the .cmp file. Files will be extracted to the current working directory, so make sure it's empty to avoid overwriting other files.
To pack files in the current directory back into a .cmp file, run dt.exe pack. You can specify output file name with the -o argument, e.g. dt.exe pack -o global.cmp
Prebuilt binaries are available in releases for Windows and Linux.
Install rustup, then run the following commands to build the project:
git clone https://github.com/fstxz/divine_tools.git
cd divine_tools
cargo build --releaseThe dt binary will be placed in the ./target/release/ directory.
This project is licensed under the GPLv3.
