the Phrozen Forums
  Mod Making Tools
  ds1 editor - answers and update

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   ds1 editor - answers and update
isilweo
Knight

Posts: 67
From: Poland
Registered: May 2001

posted 18 August 2001 01:59     Click Here to See the Profile for isilweo   Click Here to Email isilweo     Edit/Delete Message   Reply w/Quote   
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
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).]

IP Logged

Zhoulomcrist
Forum Admin.


Zhoulomcrist

Posts: 3091
From: Nocrodor Cryptforge
Registered: Jan 2001

posted 18 August 2001 02:04     Click Here to See the Profile for Zhoulomcrist   Click Here to Email Zhoulomcrist     Edit/Delete Message   Reply w/Quote   
quote:
Originally posted by isilweo:
Thanx you like my editor
When someone tells me he uses editor it gives me energy to continue work on it )



Not only have I been using it and enjoying it a hell of alot, but, the final release of my ZhoulomCrypt mod (1.00) will have many redesigned areas in it that were done using your editor .

------------------
Great. More junk. Just what I'd expect to find in a sewer.

For information on the Zhoulomcrypt mod, visit the site at the Zhoulomcrypt

IP Logged

Olorin
Honorary Warlord


Olorin

Posts: 415
From: Gardens of Lórien, Valinor.
Registered: May 2001

posted 18 August 2001 14:38     Click Here to See the Profile for Olorin   Click Here to Email Olorin     Edit/Delete Message   Reply w/Quote   
Keep up the good work, Isilweo, I was actually waiting for it to amke my tc (basically Diablo from Evil's point of view ).
P.S: Could you explain what props do? I don't understand them

------------------
"For I am Olorin! And Olorin means me!"

IP Logged

isilweo
Knight

Posts: 67
From: Poland
Registered: May 2001

posted 18 August 2001 15:43     Click Here to See the Profile for isilweo   Click Here to Email isilweo     Edit/Delete Message   Reply w/Quote   
Heh olorin.. didn't you read answers for your own topics? :>

1) is it possible to change an underground level to over & vice-versa with the editor?
answer:
http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum24/HTML/000081.html

2) what are props
answer:
http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum24/HTML/000099.html

IP Logged

Olorin
Honorary Warlord


Olorin

Posts: 415
From: Gardens of Lórien, Valinor.
Registered: May 2001

posted 19 August 2001 09:43     Click Here to See the Profile for Olorin   Click Here to Email Olorin     Edit/Delete Message   Reply w/Quote   
Oops, silly me. Mind you, I was on holiday when the replies were posted, so i'll put this down to being too lazy to remember I posted these

------------------
"For I am Olorin! And Olorin means me!"

IP Logged

Zifnab1
Knight

Posts: 91
From: Dallas, TX, U.S.of A.
Registered: Feb 2001

posted 20 August 2001 18:38     Click Here to See the Profile for Zifnab1   Click Here to Email Zifnab1     Edit/Delete Message   Reply w/Quote   Visit Zifnab1's Homepage!
Believe you me, isilweo, your map editor will allow for some really nice additions to modding. For one, I am making 4 lairs for Andariel, with traps and new enemies. Things like this add to the overall replayability.

Keep up the good work.

Oh, one question though. Can you make it easier to paste or delete a square? Changing Andariel's lair from 20x31 to 50x50 (4 times) is time-consuming. That's a whole lot of right clicking hahaha

edit: well, maybe I should actually play with the new version before opening my big mouth. Thanks.


Zifnab

[This message has been edited by Zifnab1 (edited 20 August 2001).]

IP Logged

bkdoane
Honorary Warlord


bkdoane

Posts: 544
From: South Gate, CA, USA
Registered: May 2001

posted 23 August 2001 14:31     Click Here to See the Profile for bkdoane   Click Here to Email bkdoane     Edit/Delete Message   Reply w/Quote   
My brother and I are working on changing the tristram in D2 to something more like that of D1. With burned out buildings, river, all that stuff.

------------------
------
If kissing is the second best thing you can do with your mouth, what's the first?

IP Logged

Olorin
Honorary Warlord


Olorin

Posts: 415
From: Gardens of Lórien, Valinor.
Registered: May 2001

posted 23 August 2001 17:36     Click Here to See the Profile for Olorin   Click Here to Email Olorin     Edit/Delete Message   Reply w/Quote   
As I type i'm replacing the Kurast Docks with Travincal. Isilweo...

PLEASE make it possible to copy more than one map layer at a time!!!

------------------
"For I am Olorin! And Olorin means me!"

IP Logged

strahd
Serf

Posts: 6
From: Ljubljana; Slovenia
Registered: Sep 2001

posted 04 September 2001 11:29     Click Here to See the Profile for strahd   Click Here to Email strahd     Edit/Delete Message   Reply w/Quote   Visit strahd's Homepage!
Thanx to your map editor I can now make a complete D2 mod. Thanx again!!!

------------------
There are several great families of Vampires in the Old World, the world of Ravenloft, each of which owes its origin and allegiance to one extremely powerful and ancient vampire Strahd von Zarovich.

IP Logged

Olorin
Honorary Warlord


Olorin

Posts: 415
From: Gardens of Lórien, Valinor.
Registered: May 2001

posted 04 September 2001 15:14     Click Here to See the Profile for Olorin   Click Here to Email Olorin     Edit/Delete Message   Reply w/Quote   
Yep, only level editing completes a mod

------------------
"For I am Olorin! And Olorin means me!"

IP Logged

All times are Central Standard Time

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | The PhrozenKeep

© PhrozenKeep.com . all buttons made by the Evilenglishman . swords and shields by DigiBO.


Ultimate Bulletin Board 5.47c