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Author Topic:   Ds1 to Dt1 relations
Paul Siramy
WarLord


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 12 May 2002 18:38     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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ds1edit2.zip (link outdated).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
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From: Florianópolis, Santa Catarina, Brazil
Registered: Apr 2001

posted 12 May 2002 20:17     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund     Edit/Delete Message   Reply w/Quote   
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
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Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 12 May 2002 23:19     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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

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Alkalund
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Posts: 951
From: Florianópolis, Santa Catarina, Brazil
Registered: Apr 2001

posted 13 May 2002 07:53     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund     Edit/Delete Message   Reply w/Quote   
quote:
Originally posted by Paul Siramy:
The scrolling speed is in the .ini, change the value in there

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
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MPHG

Posts: 1693
From: simwhere
Registered: Jun 2001

posted 13 May 2002 15:21     Click Here to See the Profile for MPHG   Click Here to Email MPHG     Edit/Delete Message   Reply w/Quote   Visit MPHG's Homepage!
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


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 14 May 2002 00:15     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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
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Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 15 May 2002 00:33     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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
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Xizor

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posted 15 May 2002 03:10     Click Here to See the Profile for Xizor     Edit/Delete Message   Reply w/Quote   Visit Xizor's Homepage!
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
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Posts: 951
From: Florianópolis, Santa Catarina, Brazil
Registered: Apr 2001

posted 15 May 2002 08:39     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund     Edit/Delete Message   Reply w/Quote   
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


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 15 May 2002 15:31     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 16 May 2002 04:05     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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
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posted 16 May 2002 08:05     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund     Edit/Delete Message   Reply w/Quote   
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


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 17 May 2002 00:32     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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
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From: Florianópolis, Santa Catarina, Brazil
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posted 17 May 2002 06:48     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund     Edit/Delete Message   Reply w/Quote   
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
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Joel

Posts: 253
From: Clermont Ferrand, France
Registered: Feb 2002

posted 17 May 2002 06:57     Click Here to See the Profile for Joel   Click Here to Email Joel     Edit/Delete Message   Reply w/Quote   
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


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 17 May 2002 08:47     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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
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Joel

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From: Clermont Ferrand, France
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posted 17 May 2002 08:53     Click Here to See the Profile for Joel   Click Here to Email Joel     Edit/Delete Message   Reply w/Quote   
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


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 17 May 2002 15:34     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
And what does this vesainfo.exe prog (above link) say ?

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Paul Siramy
WarLord


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 18 May 2002 08:59     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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
      * 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


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 19 May 2002 17:10     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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


Paul Siramy

Posts: 176
From: Gannat, France
Registered: Mar 2002

posted 20 May 2002 10:14     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
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

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posted 21 May 2002 03:43     Click Here to See the Profile for mrelfire   Click Here to Email mrelfire     Edit/Delete Message   Reply w/Quote   Visit mrelfire's Homepage!
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
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Joel

Posts: 253
From: Clermont Ferrand, France
Registered: Feb 2002

posted 22 May 2002 00:45     Click Here to See the Profile for Joel   Click Here to Email Joel     Edit/Delete Message   Reply w/Quote   
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

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posted 22 May 2002 05:38     Click Here to See the Profile for mrelfire   Click Here to Email mrelfire     Edit/Delete Message   Reply w/Quote   Visit mrelfire's Homepage!
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


Joel

Posts: 253
From: Clermont Ferrand, France
Registered: Feb 2002

posted 22 May 2002 05:40     Click Here to See the Profile for Joel   Click Here to Email Joel     Edit/Delete Message   Reply w/Quote   
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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