Author |
Topic: DT1 file format |
RexxLaww Moderator
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Posts: 1061 From: USA Registered: Mar 2001 |
posted 25 March
2002 13:50
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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 26 March
2002 04:18
quote:
Originally posted by
RexxLaww: Come on now Paul. I have been giving you props for
days! _fichiers/eek.gif)
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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 27 March
2002 14:16
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 Honorary Warlord
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Posts: 878 From: Percussion U Registered: Dec
2001 |
posted 27 March
2002 17:43
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.)
------------------ “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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 27 March
2002 20:34
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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 27 March
2002 23:29
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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 28 March
2002 17:48
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 Honorary Warlord
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Posts: 878 From: Percussion U Registered: Dec
2001 |
posted 29 March
2002 18:48
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?
------------------ “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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 30 March
2002 02:32
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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 30 March
2002 08:22
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 Honorary Warlord
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Posts: 559 From: Florianópolis, Santa Catarina,
Brazil Registered: Apr 2001 |
posted 30 March
2002 18:31
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
------------------ "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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 31 March
2002 00:54
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 Honorary Warlord
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Posts: 878 From: Percussion U Registered: Dec
2001 |
posted 31 March
2002 08:27
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?
------------------ “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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 31 March
2002 10:03
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 Honorary Warlord
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Posts: 3159 From: Mississauga, Ontario Registered: Oct
2001 |
posted 31 March
2002 14:30
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 Forum Admin.
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Posts: 1572 From: simwhere Registered: Jun
2001 |
posted 31 March
2002 15:55
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 Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 01 April
2002 00:17
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 Honorary Warlord
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Posts: 446 From: Gardens of Lórien, Valinor. Registered:
May 2001 |
posted 02 April
2002 09:34
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.
------------------ "For I am Olorin! And Olorin means
me!"
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Paul Siramy Knight
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Posts: 65 From: Gannat, France Registered: Mar
2002 |
posted 03 April
2002 00:23
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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