Author |
Topic: Ds1 to Dt1 relations |
Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 12
May 2002 18:38
I was right. The prop 1 indicate
the drawing priority (still wonder if the high nibble of prop 4 do
something like this ?). I have made an update, but in another zip,
since I didn't check all, but duriel, tristram, and fortress seems
ok.
ds1edit2.zip (link outdated). There's the fortress of
pandemonium in this zip, try Fortress.bat .
Now it's 02:35 am, and I get up in ... 4 hours 1/2, oops Good night.
<<< EDIT >>> delete the ds1edit2.zip link,
don't exists anymore.
[This message has been edited by Paul Siramy (edited 18 May
2002).]
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Alkalund Honorary Warlord
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Posts: 951 From: Florianópolis, Santa Catarina,
Brazil Registered: Apr 2001 |
posted 12
May 2002 20:17
Ok I just downloaded and played
with your program for a while, it is very good so far
Perhaps the mouse scrolling could be faster though.
And about those strange tiles in Harrogath, any progresses? I see
they still appear as blue grids.
Very nice work Paul Siramy, you are the man
------------------ "Get me a balrog attack-1 hand-to-hand
animation, and I want it yesterday, the paladin is almost here!"
---> DMA1HTH @ offset 0006A480h. - Myhrginoc
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 12
May 2002 23:19
The scrolling speed is in the
.ini, change the value in there
As for the Blue tiles in harogath, I'm starting to think they are
special tiles. They're from the dt1 "collisions.dt1", so I think
they're use to forbide the player to walk somewhere, and the game
never draw this tiles.
I may be the man but I'm tired, time to go to work _fichiers/wink.gif)
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Alkalund Honorary Warlord
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Posts: 951 From: Florianópolis, Santa Catarina,
Brazil Registered: Apr 2001 |
posted 13
May 2002 07:53
quote:
Originally posted by Paul
Siramy: The scrolling speed is in the .ini, change the value
in there _fichiers/smile.gif)
Oops now I noticed...
quote:
Originally posted by Paul
Siramy:
As for the Blue tiles in harogath, I'm starting
to think they are special tiles. They're from the dt1
"collisions.dt1", so I think they're use to forbide the player to
walk somewhere, and the game never draw this tiles.
Hmmm could be, they doesn't seem to contribute with the
"visual"... but I just entered the game and my character can walk
over many of those tiles (except of course those who have something
above them, like trees or barrels).
------------------ "Get me a balrog attack-1 hand-to-hand
animation, and I want it yesterday, the paladin is almost here!"
---> DMA1HTH @ offset 0006A480h. - Myhrginoc
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MPHG Forum Admin.
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Posts: 1693 From: simwhere Registered: Jun
2001 |
posted 13
May 2002 15:21
I do not have the expack
installed, and it should be a option to have Xpack on or off
------------------ Come stay a night
at my Dragon's Inn
Remember to have your Deeds recorded on the Imperial Scrolls of
Honor.
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 14
May 2002 00:15
I was thinking of it, but I
didn't tough there were some peple who didn't have Lod Ok, I'll change
it for tomorow.
I was thinking too of a "mod_directory", like the -txt options of
d2 : it will scan first in this directory for dt1, palette, ds1
etc... and only after in the mpq.
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 15
May 2002 00:33
Ok, MPHG, you should redownload
the ds1edit2.zip of above, and you 'll normally be able to open some
ds1, even without the expansion. Because I have Lod, I have the 5th
palette in the d2data.mpq, but since you don't have it, you won't
find this palette in yourd2data.mpq . This normally won't be
a problem, but I couldn't test it.
If you try to load an act5's ds1, like harogath or baal throne,
the prog will stop because it don't find the necessary dt1.
I have remove most of the debug info in this release too,
essentially the detailled memory free part.
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Xizor Serf
Posts: 24 From: Registered: Jun 2001 |
posted 15
May 2002 03:10
Haven't been here in ages, glad
to see the work on level editing hasn't been forgotten.
Keep up the good work, that level editor is coming along
nicely.
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Alkalund Honorary Warlord
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Posts: 951 From: Florianópolis, Santa Catarina,
Brazil Registered: Apr 2001 |
posted 15
May 2002 08:39
quote:
Originally posted by Paul
Siramy: I was thinking too of a "mod_directory", like the
-txt options of d2 : it will scan first in this directory for dt1,
palette, ds1 etc... and only after in the mpq.
A very good idea, excellent for modding purposes
------------------ "Get me a balrog attack-1 hand-to-hand
animation, and I want it yesterday, the paladin is almost here!"
---> DMA1HTH @ offset 0006A480h. - Myhrginoc
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 15
May 2002 15:31
in the ds1edit2.zip : "mod_dir"
implemented in the ini, as long as some x & y speed of mouse
parameters (I have experienced very slow movmements on a computer
with XP, hence this parameters).
It's not perfect, but it seems it works. If someone have some
ds1/dt1 of some mods, can he try this Mod Directory in the ini ?
Just set this data to the mod path, like "c:\my d2 mods", and then
put the full tree of data in there (starting from "data"). I think
the prog will read from the mod first, and only after in the mpq if
it didn't found. But I haven't tried. Let me now.
Also, this prog create a new .ini if you delete the one you have,
it do this from the first day, but I forgot to tell it.
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 16
May 2002 04:05
Update of my ds1scene.exe
(202 kB), the same thing I have done for my ds1edit2.exe : checking
the prop1 of walls layers to know the drawing priority of layers *of
a cell*.
quote:
Originally posted by
Alkalund: but I just entered the game and my character can walk
over many of those tiles (except of course those who have
something above them, like trees or barrels).
Are you sure ? I mean theses tiles have darker blue part on them,
and last time I have checked, I couldn't walk on these darker tiny
blue sub-tiles, despite I could walk on the other.
Try near the waypoint, I couldn't go behind the building which
have a tree in front of it, but if you check with my ds1edit.exe
you'll see there's nothing than could stop the player to walk
*inside* the building except... this tiny darker blue sub-tiles. Am
I right of is it only some bad memories ?
[This message has been edited by Paul Siramy (edited 16 May
2002).]
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Alkalund Honorary Warlord
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Posts: 951 From: Florianópolis, Santa Catarina,
Brazil Registered: Apr 2001 |
posted 16
May 2002 08:05
I checked again and yes, I was
wrong in some cases. It really seems to block the character's way in
many cases, including the one you said near the waypoint, but still
the three blue tiles near Malah's shop don't block the character's
passage... there may be more to it.
------------------ "Get me a balrog attack-1 hand-to-hand
animation, and I want it yesterday, the paladin is almost here!"
---> DMA1HTH @ offset 0006A480h. - Myhrginoc
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 17
May 2002 00:32
Not all the surface of the
blue tiles are blocking your way. Only the smallest dark blue part.
Such a "collision" tile is divided (like all the tiles of Diablo 2)
into a grid of 5*5 sub-tiles. Each one of this tiniest sub-part can
block your way, or let you go thru. The dark tiniest blue
tiles near Mala are just under the walls, not completly over the
surface, this is why you're saying you can walk on them right ? But
I'm keeping my words : you can walk on the grid of theses
blue tiles, except where they are fill with dark blue. I have to
check it with isilveo's editor this week, but I'm almost sure they
work like that. That may be a powerfull trick, on the ds1 that use
the "collision.dt1".
As for the mouse speed I have implemented in the last
release, it works well on my p166 with w98, but it don't work at all
on this AMD 1.4 Gz with XP where I am right now... Maybe because my
prog is a dos prog and dos is emulated under XP ? In any case, I
don't see how to make it work. Sorry if the mouse is too slow for
you (I'm not speaking of the mouse scroll but the mouse
movements speed).
[This message has been edited by Paul Siramy (edited 17 May
2002).]
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Alkalund Honorary Warlord
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Posts: 951 From: Florianópolis, Santa Catarina,
Brazil Registered: Apr 2001 |
posted 17
May 2002 06:48
Hmm... the subtiles. Yep you are
probably 100% correct then
And yes, I use Windows XP and the mouse moving speed is slow, but
that's Ok I think.
------------------ "Get me a balrog attack-1 hand-to-hand
animation, and I want it yesterday, the paladin is almost here!"
---> DMA1HTH @ offset 0006A480h. - Myhrginoc
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Joel Honorary Warlord
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Posts: 253 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 17
May 2002 06:57
hmm do i need somthign special to
execute it.
On W2K it won't work it says 'VESA not found'
------------------ Diablo II : Cabal Wars
Beta Test Coming
Soon ---------------------------------------
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 17
May 2002 08:47
Damn ! What video card (and
Operating System) do you have ?
Download this
zip (78 kB), launch the go.bat and provide me with the
vesainfo.txt here.
With my card under w98 I have
: ------------------------------------------ Allegro VESAINFO
utility 4.0.1, djgpp By Shawn Hargreaves, 2002
VESASignature: VESA VESAVersion: 3.0 OEMStringPtr:
NVidia TotalMemory: 64 (4096K)
Mode 0x100: 640x400 8 bpp packed pixel Mode 0x101: 640x480 8
bpp packed pixel Mode 0x102: 800x600 4 bpp planar Mode 0x103:
800x600 8 bpp packed pixel Mode 0x104: 1024x768 4 bpp
planar Mode 0x105: 1024x768 8 bpp packed pixel Mode 0x106:
1280x1024 4 bpp planar Mode 0x107: 1280x1024 8 bpp packed
pixel Mode 0x108: 80x60 4 bpp text Mode 0x109: 132x25 4 bpp
text Mode 0x10A: 132x43 4 bpp text Mode 0x10B: 132x50 4 bpp
text Mode 0x10C: 132x60 4 bpp text Mode 0x10E: 320x200 16 bpp
direct color (RGB 565) Mode 0x10F: 320x200 32 bpp direct color
(xRGB 8888) Mode 0x111: 640x480 16 bpp direct color (RGB
565) Mode 0x112: 640x480 32 bpp direct color (xRGB 8888) Mode
0x114: 800x600 16 bpp direct color (RGB 565) Mode 0x115: 800x600
32 bpp direct color (xRGB 8888) Mode 0x117: 1024x768 16 bpp
direct color (RGB 565) Mode 0x118: 1024x768 32 bpp direct color
(xRGB 8888) Mode 0x11A: 1280x1024 16 bpp direct color (RGB
565) Mode 0x130: 320x200 8 bpp packed pixel Mode 0x131:
320x400 8 bpp packed pixel Mode 0x132: 320x400 16 bpp direct
color (RGB 565) Mode 0x133: 320x400 32 bpp direct color (xRGB
8888) Mode 0x134: 320x240 8 bpp packed pixel Mode 0x135:
320x240 16 bpp direct color (RGB 565) Mode 0x136: 320x240 32 bpp
direct color (xRGB 8888) Mode 0x13D: 640x400 16 bpp direct color
(RGB 565) Mode 0x13E: 640x400 32 bpp direct color (xRGB
8888) Mode 0x145: 1600x1200 8 bpp packed pixel Mode 0x146:
1600x1200 16 bpp direct color (RGB 565)
'vesainfo -v' for a verbose
listing ------------------------------------------
try to look here
too...
[This message has been edited by Paul Siramy (edited 17 May
2002).]
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Joel Honorary Warlord
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Posts: 253 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 17
May 2002 08:53
i using Windows 2000 SP 2 with
a NVidia Geforce 2.
------------------ Diablo II : Cabal Wars
Beta Test Coming
Soon ---------------------------------------
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 17
May 2002 15:34
And what does this vesainfo.exe
prog (above link) say ?
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 18
May 2002 08:59
Still no edit available, but some
display problems corrected, in both ds1scene.exe and ds1edit.exe,
and some minor user improvments in ds1edit.exe
In the Pandemonium Fortress, the stairs were not right. Now it's
ok (another tricky things to took into account).
Also, the "mod_dir" parameter in the ds1edit.ini works well, I
have tested it. So I have deleted the ds1edit2.zip. The last updated
zips are like always : ds1scene.zip
(203 kB) ds1edit.zip
(270 kB)
====================================================================
ds1edit.exe, new keys (they're in the readme.txt too) :
P = Print screen (screenshot)
Shift + F1 to F8 = view only this layer Ctrl + F1 to F8 = view
all floor & wall layers except this one
H + Left click = Hide the current visible layers of 1 tile
(usefull to see behind)
S = Show (un-hide) all tiles of all layers
Backspace = view all floor & wall layers
Minor change : when you right-click, you enter the edit
window. In the left part there's the preview of layers of the edited
tile. The background use to be white, now it's grey, which is a lot
better for my poor eyes (and I'm serious).
====================================================================
@Joel : here's a summary of my current logic to draw the tiles of
a ds1 (ds1scene.c)
there are 2 pass, each one check each tiles of the map, from left
to right, then up to down.
- pass 1 : for all lower walls, floors, upper walls (orientation
!= 15) - pass 2 : only for roofs (orientation = 15))
in pass 1 : for each cell, 3 sub-pass : *
lower walls (orientation > 15) * floors
(orientation = 0) * upper walls (orientation
< 15)
in the lower and the upper walls sub-pass : I don't draw the
layers from wall1 to wall4 anymore, now the prop1 tells the priority
of the walls layers, layer with prop1 = 129 is draw first, 145 after
(check the Pandemonium Fortress).
drawing the lower walls before floors correct some problems in
some ds1, and don't bring new ones _fichiers/wink.gif)
* pandemonium fortress *
siege * worldstone ...
The display of the map didn't seems to be so complex 2 months
ago, when I was only playing the game
<<< EDIT >>> Also, when trying to display a
tile of orientation 18 or 19, if not found, I swap the orientation
of this tile (18 <--> 19), and launch another check. If again
not found, then I change its sub-index to zero, and launch a last
search, it should find it.
This was for some cliff corners, in "siegetown.ds1".
[This message has been edited by Paul Siramy (edited 19 May
2002).]
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 19
May 2002 17:10
Bad luck. I can't upload my zips,
because the free's ftp server have a problem. And I was just about
to release the start of tiles editing :
The floors, roofs, walls tiles can be see, despite they can't be
selected, nor change right now, but it's start.
You can edit the ds1edit.ini to change the scroll speed in the
edit window (edit_scroll_x & edit_scroll_y datas). A screen of
1024*768 is a good choice, I found 800*600 too small in this edit
window.
That's the keyboard arrows to move around these tiles in the edit
window.
It's far from perfect, It seems I missed some tiles, here and
there. I can't see all the painted walls of Duriel, The Shrub in
harogath don't have the right wall... Certainly a bug.
I edit the precedent post too, because I found another tricky
thing to correct the display of townsiege.ds1 . Also, I'll try to
implement a dt1 filter in this window, to see just the tiles of the
dt1 file you want, not always ALL the tiles, because in harogath
that's a maze to search 1 particular tile.
And now... good night (tired)
<<< EDIT >>> free ftp repaired, update
of my site. ------------------ DT1
Tools DS1 pcx
maker DS1 Editor
(in progress) D2 char selection
anims
[This message has been edited by Paul Siramy (edited 20 May
2002).]
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Paul Siramy WarLord
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Posts: 176 From: Gannat, France Registered: Mar
2002 |
posted 20
May 2002 10:14
Bug fixed, now you can see all
the tiles. Also, when you click on a button (wall or floor) it jump
to the tile of that layer, which is a LOT faster than trying to
target him (except if there is no tile attached, in this case, jump
to the very start... I'll implement a "none" tile later for this
case).
You can download the ds1scene and the ds1edit like always. I put
them in my sign now, it'll save me from repeating the links.
screenshot of the current state of the edit window :
The numbers are (in that order) * main
index * orientation
* sub index * frame they are the main
data of a dt1, it's for debuging purpose but it can also help the
maker of a level, because there is a sort of "theme" numbers for
certain tiles. I changed the internal order of the tiles, to have
the tiles of the main theme near of each other, as far as I could.
You can't change the tiles yet, but the code is almost ready, so
next week maybe. See you.
------------------ DT1
Tools DS1 pcx
maker DS1 Editor
(in progress) D2 char selection
anims
[This message has been edited by Paul Siramy (edited 20 May
2002).]
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mrelfire Serf
Posts: 22 From: Registered: May 2002 |
posted 21
May 2002 03:43
It seems you used "vesa
configuration". I have tryed on a W2000 or XP, and it seems it
doesn't work. May I did something wrong ?
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Joel Honorary Warlord
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Posts: 253 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 22
May 2002 00:45
Same for me, the vesainfo created
by your prog stops at the beginning with a "bad interruption" or
somethg like that about int 0x0A.
I guess i'll go to allegro homepage to seek infos.
------------------ Diablo II : Cabal Wars
Beta Test Coming
Soon ---------------------------------------
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mrelfire Serf
Posts: 22 From: Registered: May 2002 |
posted 22
May 2002 05:38
this is the message I have with
our tool
Allegro VESAINFO utility 4.0.1, djgpp By Shawn Hargreaves,
2002 Int 0x10, ax=0x4F00 failed! ax=0x4F00
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Joel Honorary Warlord
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Posts: 253 From: Clermont Ferrand, France Registered: Feb
2002 |
posted 22
May 2002 05:40
I got the same one
------------------ DIABLO II : CABAL WARS
A Scent of Chaos in a Hefty World
***** 75% DONE *****
ß-test sign-up in early june.
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