quote:
When you copy a square does
it copy the information for all layers of that square, or do you
need to copy each layer, and each prop setting
seperately?
It copies information only for selected layer. But
for all properties. If you want to copy let's say few trees you must
select trees (map 1), copy/paste somewhere and then redo it for
orientation map (map 2 in this case)
quote:
When I paste to a square,
it often visually changes alot of the other squares on the map I'm
editing. Is this just visual, or are the squares interlocked in a
fashion that could be dangerous to very thorough editing?
It was minor bug in that version. It is problem
only with visualization. Information about what exactly is in map is
in memory. I correct that bug and it is showing now correctly (bug
was only when you were copying something in orientation map)
quote:
I was actually becoming
fairly adept with your old editor, in which you could add tilesets
to the list of tiles the map would use (at least it appeared that
way). Is that possible with this version?
Actually tiles wich are written in ds1 are not used
by diablo when drawing the map. Diablo uses tiles wich are written
in lvltypes.txt. I think tiles used in ds1 are only info for
blizzards level editor. That's why i haven't put tile list in
editor.
quote:
*Note, you must always have
at least one row in both NPC/Monster/Item and Paths. If you remove
them all, it will give an error.
fixed
quote:
Question, is there a way to
bring the spike traps from acts 2 and 3 into act 1?
If they are type 1 then it is possible. If
someone/or me will make id list for act2/3/5 then it should be
simply.
quote:
Also, is there a way to
give an object, say fog, a path?
I don't know.. rather not, but maybe i am wrong.
Just try it
quote:
How would one go about
making a 'hidden door'?
eh.. it is possible.
data\global\tiles\act1\barracks\jailNSEWsecret.ds1
i think
they are here. Just copy/paste from here.
quote:
Resolution
It was designed for 1024x768 and it would look bad
in lower resolutions. It won't help if you run program and then
change resolution. You must change res before running editor. I will
try do to something that will work in 800x600 but believe me it is
much better to use it on 1024x768 or even higher. There is much more
on screen.
quote:
Do I need the the MPQ view
and MPQ 2K to use the editor?
It does not have mpq support = you must use mpq2k.
Tutorials/mpq2k and so on, are to download on the keep.
----
About making list of id's.
I would be glad if someone
will make list
How?
To test id=1 objects.
Put them in city. I tested 3 of
them in one time. You must put them into city cause monsters want
eat you there. Remember id=0 exists! id=60 is type1 object from next
act (in next act it would have id=0)!
To test id=2 objects.
First open objects.txt and set all
selectable collumns to 1. Now when you move mouse over object you
will have description. Cleanup area where you will test objects.
Make X selection. One long line and use object adder to put there
chests (xsize=many, ysize=1). They are supose to help counting
objects. Below line with chests add line of object you will test.
Write down list into obj.txt and send it to me
---------
About new function of editor.
New function is
called cell inserter. You can easly add new cell with all props to
map. It will support range-selected adding also (just like object
inserter). So if you want to add a wall check what is walls props
first. Then select Where you want to have wall. Open cell inserter
(ctrl+i) and put there prop of new wall. (ie. 129,0,0,0). Now press
Add button. Map will be filled with new cells. Remember to do the
same with orientation map.
Orientation ids are stored in first prop (at orientation
map):
code:
1 |2 -
_
3 |
_
5 |
6 |_
7 _|
Few things that you might not know:
1) Entry point - this is the place where you are spawned when
entering map. (Used mainly in towns.. but also in tristram/duriels
etc)
Properties:
1 2 3 4
---------------
129 0 224 129 -
object map
10 0 0 0 - orientation map
2) teleports spawn point - place where teleports are shown in
city
Properties:
1 2 3 4
---------------
129 11 224 129 -
object map
10 0 0 0 - orientation map
3) Body spawn point - place where your body lays after your
death (city)
Properties:
1 2 3 4
---------------
129 0 0 130 - object
map
10 0 0 0 - orientation map
4) Diablo spawn point. This one can be added/changed with
object table.
It is the point where diablo spawns after removing
seals. It is in data\global\tiles\act4\diablo\heart.ds1
type=2,
id=46
----------
Thanx you like my editor _fichiers/wink.gif)
When someone tells me he
uses editor it gives me energy to continue work on it
)
New editor avaiable on http://vdi.pl/~isilweo/ds1.zip
(please
update version on the keep
)
[This message has been edited by isilweo (edited 18 August
2001).]