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Author Topic:   DT1 file format
RexxLaww
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RexxLaww

Posts: 1061
From: USA
Registered: Mar 2001

posted 25 March 2002 13:50     Click Here to See the Profile for RexxLaww   Click Here to Email RexxLaww     Edit/Delete Message   Reply w/Quote   Visit RexxLaww's Homepage!
quote:
Originally posted by Paul Siramy:
Haaaaaa finaly, a person from who I have a feedback, and he said he love it... Thanks, now I feel better

Come on now Paul. I have been giving you props for days!

The color program is a gem and very useful. Thanks!

------------------
The frost. Sometimes it makes the blade stick.

Darkness Weaves

The UTC Project

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Paul Siramy
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Paul Siramy

Posts: 65
From: Gannat, France
Registered: Mar 2002

posted 26 March 2002 04:18     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!
quote:
Originally posted by RexxLaww:
Come on now Paul. I have been giving you props for days!

For my work of the dt1, yep.
For my work on mpql.txt for stormless mpq editor and mpqviewer, yep

But by the time I wrote this, not for the doc on the d2 colors (ok, now it's done lol )

[This message has been edited by Paul Siramy (edited 26 March 2002).]

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Paul Siramy
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Paul Siramy

Posts: 65
From: Gannat, France
Registered: Mar 2002

posted 27 March 2002 14:16     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!
Another piece of infos. These one will help in the making of a dt1 convertor I think. As always I put many hours in understanding one thing, and when I find it, damn, of course, that's so easy in fact ! .

First, let me introduce a screenshot of the new version of my dt1 viewer. Now it have another grid in it, the brown one, which indicate, in box of 32*32 pixels, the size of the image. As I was suspected, the x-pos ans y-pos Clannad told about... are not positions but sizes. Let's check this exemple :

Look at the "y boxsize" and "x boxsize" in the upper right corner. y=-352 and x=128. Let's divide them by 32. y=11 and x=4 then. I never saw size which were not power of 32 in all the DT1 I have checked. These size are relative to the bottom_left corner, that's means : even if there's only a small part of a wall on the right, the xsize will be maximum (128). Btw, I'm almost sure the upper row is always empty.

On the left part of the screen are some debug infos of the sub-tiles of the main image (block). in that order (as indicated) : index of sub-tile, xpos and ypos, xgrid and ygrid. xpos and ypos are for putting the sub-tile at the good place in the main image, and the xgrid & ygrid seems to only be interested with floors : they'll represent the position of the sub-tile in the main block, and if you check these location with the "FloorFlag" , it is the same(btw I reordered them to a far better easy understanding : just look at them 45° right, that's your image). In blocks which have walls, these xgrid & ygrid seems to always be set to zero.

(link outdated)
(link outdated)

Well, enough for now, enjoy.

[This message has been edited by Paul Siramy (edited 30 March 2002).]

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Myhrginoc
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From: Percussion U
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posted 27 March 2002 17:43     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc     Edit/Delete Message   Reply w/Quote   
Very very impressive! You have done a lot of detailed and in-depth work on this topic! I can see the day coming when we will have a level editor that allows you to actually build and view a level as if you were in the game itself, with images of monsters and objects inserted at their assigned coordinates! (The frame0 of a neutral dcc would be sufficient.)

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“The reason we hold truth in such respect is because we have so little opportunity to get familiar with it.” -- Mark Twain

[This message has been edited by Myhrginoc (edited 27 March 2002).]

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Paul Siramy
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Paul Siramy

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From: Gannat, France
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posted 27 March 2002 20:34     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 why do you think I'm working on the dt1 format instead of the ds1 ? To be able to display tiles of course Well ok I must admit that is also because by creating new dt1 you can make "debug tiles", say it's only 2 color, and there is the shape and some text info in it instead of image, then you go in tristram and voila, just take screenshot and some ds1 data may be find. At least the floor / wall / object layout I hope. Speaking of ds1, I noticed that the width and height of a map is coincidently the same as declared in levels.txt ... that means a good ds1 editor will modifiy this .txt, and read it as well, for being able to display let's say warppoint, or making very big area (let's dream a little).

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Paul Siramy
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Paul Siramy

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From: Gannat, France
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posted 27 March 2002 23:29     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 don't know why, nor how, but the cliff seems to be a bit complicated to make. I have reconstructed the worldstone, with each tiles (block) I have found, and so here are them :


You can see there are part of the worldstone that you can have in all the bitmaps. Anyone have an idea of how it works ?

EDIT >>> just delete the 4th image, it was exactly the same as the 1st, silly me

[This message has been edited by Paul Siramy (edited 28 March 2002).]

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Paul Siramy
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Paul Siramy

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From: Gannat, France
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posted 28 March 2002 17:48     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!
Another tool. You're half the way to have a dt1 maker. This prog only extract the blocks in the dt1, in several pcx, and a ini. Still beta, there's at least 1 bug : when the pcx is more than 65535 pixels width, it won't work (lava floor can do this). I'll reposition the floors, to avoid this, but later.

(link outdated)

As usual, check the .bat, but it's like for the dt1debug I previously made. Giving a dt1, it will extract up to 4 pcx and 1 ini, named after the name of the dt1. If you extract act1\town then act2\town, your 2nd town will erase the 1st.

Ex :
dt1extr d:\data\global\tiles\expansion\siege\cliff.dt1 -pal d2pal\act5.dat
will produce 4 files :
* cliff-wu.pcx
* cliff-wd.pcx
* cliff-fs.pcx
* cliff.ini

-wu stand for Wall Up
-wd stand for Wall Down
-fs stand for Floor Static
-fa stand for Floor Animated

the .ini contain all the necessary datas of each blocks, which will be give to the dt1maker. By changing only pcx a little, you'll have a looking-new dt1, but by editing the ini you can change the "floor flags1" trhu 5 and then (I hope) able to modify where the player can walk... But I'm thinkink these floorflags are more for the method of drawing walls for transparency, than the place where he can walk. We'll see.

As I said, it's a beta, so don't expect too much for now, but you can easily see most of the walls/floor of the dt1.

I'm going to make the dt1maker now

[This message has been edited by Paul Siramy (edited 30 March 2002).]

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Myhrginoc
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posted 29 March 2002 18:48     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc     Edit/Delete Message   Reply w/Quote   
I don't begin to say I understand as much as you do about ds1 and dt1. But just from a functional standpoint, it makes sense to have positional control and interaction together in one file type, while the other file type handles the representational data. Especially considering the programmers were working to urgent deadlines (which kept slipping anyway), so why borrow trouble with looking at multiple data structures for something as basic as where to stand?

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“The reason we hold truth in such respect is because we have so little opportunity to get familiar with it.” -- Mark Twain

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Paul Siramy
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Paul Siramy

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From: Gannat, France
Registered: Mar 2002

posted 30 March 2002 02:32     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!
I'm sorry, but I didn't understand well your question. Maybe 'cause it's for 2 whole days that I'm having hard coding session on this dt1 maker (or maybe it's just my english ?). What do you mean by your last question ?

Btw, WHERE'S THE CHAMPAGNE ? Here's the first dt1 replacment for d2 ! I changed a floor and a wall in tristram, and voila. So it is possible. Now I can make some tiles for debuging the ds1 format. I have to work on it a while more, 'cause I have some problems with the new dt1. It's bigger than the original (I have some space somewhere in the file, bug), and the encoding is not exactly the same as the original (bug again). Ho, and it can only for now encode the tristram dt1, I'm sure you want more Despite of this, it works.

If you want to see it by your own eyes, get this zip (600 kB)

p.s. : I changed the floor of wirt too, but ... he stay exactly the same... I think there's an object of wirt somewhere in another tile that go on my floor...

[This message has been edited by Paul Siramy (edited 30 March 2002).]

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Paul Siramy
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Paul Siramy

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From: Gannat, France
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posted 30 March 2002 08:22     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!
For all of you that may be interested, here's a package of my progs for dt1 creation (some progs updated since the last post)

DT1 Tools.zip (500 kB) Read the Readme.txt .

This is not user-friendly (not windows), the maker of dt1 can only (for now) read the "town.ini" and "town-**.pcx", but at least it works pretty well.

I have extracted the tristam\town.dt1, and then remake it with the maker, the files are EXACTLY the same : same size, and each bytes are the same. I have tested expansion\siege\cliff.dt1, and I have only 1 block that have a size higher than the original, but I don't know how it happen, and it's not important for the game (that's only 1 byte different, of the 5 393 306 ones). And of course as you have see 1 post above, the *modification* of tiles themselves works too.

A Beta, 500 kB, only command-line... well I know they are poor progs, but the sources of the progs are there, it's free, and it works.

I prefer to work on the ds1 now, instead of making a more user-friendly tool. I know I can do one, but it took me more than 40 hours just to have a dt1maker that works, so too much time-consumed for now.

That's all folks

EDIT >>> I just finished to replaced my old links to some old zip by "(link outdated)". Now you only have the dt1 tools, and they're all updated.

[This message has been edited by Paul Siramy (edited 30 March 2002).]

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

posted 30 March 2002 18:31     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:
Btw, WHERE'S THE CHAMPAGNE ? Here's the first dt1 replacment for d2 !

: : :Gets a champagne : : :

Here it is Paul Siramy, let's celebrate your achievements!!!!

Everything is looking good, you're doing a tremendously good job here, my congrats to you

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"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

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From: Gannat, France
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posted 31 March 2002 00:54     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!
Tanks

I just update the progs in the package. Now the dt1maker can output all names of dt1, not only "town.dt1", the dt1debug (viewer) can use 4 screen resolution from 640*480 up to 1280*1024 (use the + and - keypad), the dt1info (dumper) is up-to-date.

ok ,they are minor changes, but they needed to have it done. Now, I'm almost sure I won't update this progs anymore, except for bug correction purpose. It's stable (at least at my home, anywhere else I don't know despite I think ther are too), it does what it ought to do, and you can work on dt1 with them (yes, again, far from user-friendly).

Now I'll focus on the ds1.

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Myhrginoc
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posted 31 March 2002 08:27     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc     Edit/Delete Message   Reply w/Quote   
My question was rhetorical anyway. But I was asking, since the ds1 is the map assembly upon which objects and non-random monsters are positioned, why refer to the dt1 for where anything can walk when the ds1 is already available?

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“It is an old maxim of mine that when you have excluded the impossible, whatever remains, however improbable, must be the truth.” -- Sherlock Holmes

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Paul Siramy
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Paul Siramy

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From: Gannat, France
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posted 31 March 2002 10:03     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!
First of all, I didn't manage to get a hand on Isilweo's ds1 editor. So I really don't know what this editor is capable of (or don't capable of). I don't know if it have the graphism of the floor or the wall, sort of a WYSIWYG editor. I don't know if it understand all the mechanism within the ds1. So I began to start on the dt1 to help me decode the ds1 format. In any case, I was hoping to make a ds1 editor, with graphism of the game on half of the screen, to help the level maker, so I needed to work on the dt1 in any case.

Now, if Isilweo's ds1 editor is so powerfull that my attempts to make another one are silly, just tell me, because I don't want to lost time in pointless efforts.

Btw is there someone here who have this editor ? And if so, can he either point me to a link or give me by email ? I really want to see how it is (just a screenshot will be sweet)

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Apocalypse Demon
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Apocalypse Demon

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posted 31 March 2002 14:30     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon     Edit/Delete Message   Reply w/Quote   
We need a new ds1 editor. It's okay, allows you to transfer objects and monsters from one place to another or to input your own objects(that have ds1 IDs). However, the interface is very poorly done and you can't see the actual graphics that are being put in. So, we need a new editor. It can be found on the front page of this site in the tools of the trade section too by the way.

[This message has been edited by Apocalypse Demon (edited 31 March 2002).]

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MPHG
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MPHG

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posted 31 March 2002 15:55     Click Here to See the Profile for MPHG   Click Here to Email MPHG     Edit/Delete Message   Reply w/Quote   Visit MPHG's Homepage!
Isilweo never belived in gfx, it's powerful to a point,but it's basicly a grid of blocks
each with a ascii character in it.

the ds1's are broken into many layers, like the first town(townE1.ds1) has 6 maps
and 4 layers per map he called props
immbeded inside is the X the Y and the act as well.

after that he found the 2 types of 'characters' type 1 humanoid/monster typed
and type 2 background and floor data(torches chests etc)

He noticed in town they had addition data with the type 1's these were starting and end point for walking.

------------------
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
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Paul Siramy

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From: Gannat, France
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posted 01 April 2002 00:17     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!
quote:
Originally posted by Apocalypse Demon:
[...]It can be found on the front page of this site in the tools of the trade section too by the way.


Harg ! I have take progs on this page for months, but never saw this editor. I was wrongly searching for something like "level editor". Thanks a lot apoc for pointing me this. I just downloaded it, now it's time to test it


EDIT >>> ok. It "works" but I understand why apoc said he want more. It's not very usefull for user. It's a lot of investisment to put into, to be able to make maps. Ok, I am too rude, because it's the only one level editor that exists. Btw, I downloaded some time before the "mpq stormless editor", and there is the source of a console-prog that allow to read a mpq without the storm.dll. If I can understand the code, the d2 level editor will be able to read gfx directly from the mpq, no need to extract all the files. Of course I know this editor will be my biggest piece of work. I'm seeing how it should be made, but... that's a titan efforts to do in coding. I won't be ready before at least 1 month.

Now, silly, but usefull dt1 editing :

[This message has been edited by Paul Siramy (edited 01 April 2002).]

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Olorin
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Olorin

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From: Gardens of Lórien, Valinor.
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posted 02 April 2002 09:34     Click Here to See the Profile for Olorin   Click Here to Email Olorin     Edit/Delete Message   Reply w/Quote   Visit Olorin's Homepage!
I've found Isilweo's Level Editor to be an extrememly useful tool - one of the best. However, I do appreciate that a more graphically-orientated editor would make things a bit easier.

For anyone doing this (Paul Siramy I think?), here is the number one problem with Isilweo's Editor:

No ability to copy and paste ALL layers in a 'square' at once. If yours did this, it would speed everything up.

Thnx.

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

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Paul Siramy
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Paul Siramy

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From: Gannat, France
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posted 03 April 2002 00:23     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!
Well, for me, Isilweo's Level Editor is more a sort of an hex editor than a level editor. In the .ds1 file, there are a variable amount of layers, and each "cell" of of this layer is a dword (4 bytes number), hence the prop1 to prop4. The layers don't have name : Isilweo's "just" allow you to select which one you want to edit (ecept that for the layer2 he changed the char, in corner graphism). Except for the objects / path data, this is definitvly more an hex editor than anything else. Let's say a "d2's map oriented hex editor"

Since there is a variable amount of layers in ds1, you can't simply copy and paste all layers infos of one map to another one. How can you copy 11 layers and paste them in 6 ?
I'm trying to find how the choice of the right tile is done in the ds1, and the use of the layers as well.

Knowing that the "sub-index" of my dt1 viewer is equal to the layer4.prop2 of Isilweo's is nice, but not enough. There is somewhere else the dt1 of which this sub-index is refering to, and there must be a "main-index" too. Just a piece of info. For the walls (and not the fllor), the layer2 of Isilweo's contain little number from 1 to maybe 12, they are corners of couorse. But they are not only corner, they are used by the game in the determination of the dt1's graphism to use : This corner is the dt1's "orientation" of my viewer. So I have a sub-index, an orientation, but NOT yet the info of which dt1 it is in. Maybe I'm not very clear, well never mind. I'm still working deeply in the ds1 structure.

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