Author |
Topic: Investigating DS1 's |
Xizor Serf
Posts: 23 From: Registered: Jun 2001 |
posted 11 June 2001 04:53
In case anyone is interested I
have started exmamining the .ds1 file formats, as many people
already suspected it appears that they are used for static layout
areas in D2, here is a part of duriel.ds1 after a few EOL and
white-space characters were removed:
Look familiar?
Speculation: I think the end half of the file may be used as
lighting information for the tiles or something.
Hope this helps someone make more use of .ds1 files, I will keep
looking into them in my spare time and see if I can make more sense
of the other data.

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54x Moderator
   
Posts: 2892 From: Wellington, New Zealand Registered: Apr
2001 |
posted 11 June 2001 05:01
OMG- I can see it now...
"Diablo II Level Editor"
That would be sweet!
Maybe more people will help in this investigation- I mean the
format looks remarkably simple...
However remember that things like loading info etc are stored in
.ds1's (I assume so anyway, after all, why would duriel.ds1 appear
in the patchfile when they fixed the loading bug with him?)
------------------ 54x. The Ariana Rune: +5 to All
Skills. http://saturn.spaceports.com/~awl/

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DigiBO Moderator
   
Posts: 1411 From: Bulgaria,Varna Registered: Jan
2001 |
posted 11 June 2001 05:24
It is time for something new to
be found.Level editor sounds really sweet
------------------ "You only want what you can't have."

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sozotrunks Moderator
   
Posts: 538 From: Someplace, You don't, Live Registered: Feb
2001 |
posted 11 June 2001 07:23
very sweet indeed
------------------ "Every day a good man dies, my soul creeps
closer to the edge of oblivion."

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Tim the Enchanter Lord
 
Posts: 112 From: simwhere Registered: May
2001 |
posted 11 June 2001 08:43
Very Nice work X this bring
much new light onto the world of D2
------------------ I warned you, but did you listen to me? Oh,
no, you knew it all, didn't you? Oh, it's just a harmless little
bunny, isn't it? Well, it's always the same. I always tell
them-- To look at
this site

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Silhouette Squire

Posts: 39 From: USA Registered: May 2001 |
posted 11 June 2001 09:17
So what do the .tg1 files that it
points to Do? I am assuming if you want a full editor you will have
to decipher these formats as well. I would like to help, but I am
still working on the .dcc files. The are also linked to other
formats (.cof and .d2) and som eof these are a bit cryptic. But have
no fear, I WILL figure this out

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Warriorlegends Honorary Warlord
   
Posts: 293 From: The Netherlands Registered: May
2001 |
posted 11 June 2001 10:19
Have you tried changing the shape
of the room a little bit, like making it round? I'll make sure I
have a look in it
------------------ "A legend, is created by a hero. A hero,
is made by a legend"
Warriorlegends

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grimio Serf
Posts: 18 From: Pennsylvania, USA Registered: May
2001 |
posted 11 June 2001 10:21
Nice work, at first I tried it
for myself and thought you were a crazy pulling my leg, but sure
enough it does work.
Some problems however...
Ever try editing an image in notepad? Doesn't work. Why? Notepad
can't display all of the funky characters right so it just "makes
some up" as it goes along and when you save it becomes corrupted
(even if you didn't edit a thing). In other words, you can't do jack
with notepad.
I opened it up in WinHex thinking that there's the possibility of
editing it there. Unless you've got an IQ of 500, you'd never be
able to edit it there. Not only that, but there's a crapload of
white space bytes (at the middle/end of file), ones that appear in
the byte code but you can't see as a visible character.
Possible solutions...
Get Blizzard's level editor (doubtful). Build some type of
editor that edits the hex code. Good luck. I don't know enough C++
to do that, lol.
I'm going to try experimenting with the hex a little bit, like
copying some bytes to some other places to see if there's an effect.
Shawn

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Xizor Serf
Posts: 23 From: Registered: Jun 2001 |
posted 11 June 2001 10:39
<<Build some type of editor
that edits the hex code. Good luck. I don't know enough C++ to do
that, lol.>>
Funny you should say that, I was actually in the process of
writing a lil' utility to read files in hex/ascii
I just happen to choose duriel.ds1 as it had loads of ctrl
characters (needed to check my non-printable replace routine )
and noticed the pattern (I just used notepad to recreate it as
everyone else has this too). As I drop by here now and again I
thought you peeps might find the info useful . I
still don't know enough about the mpq's, etc. yet to be of much more
help...but I'm working on it .htm)

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isilweo Knight

Posts: 67 From: Poland Registered: May 2001 |
posted 11 June 2001 11:55
hi i have worked for a while
today on .ds1 file format. few things i figured out (could be
useful). file i worked on was duriel.ds1 but
it's simillar to other
12 00 00 00 <- in every .ds1 is 12h 20 00 00 00 <- maybe
num. of cols? (32) 2F 00 00 00 <- num. of rows? (47) 01 00
00 00 <- same in every .ds1 00 00 00 00 <- same in every
.ds1 05 00 00 00 <- num. of tiles used in
now there are tiles names spaced with 00
01 00 00 00 <- diffrent in diffrent .ds1's 02 00 00 00
<- maybe smthng to do with width of map? duriel's has more width
than height
http://vdi.pl/~isilweo/duriel.txt download
this to view full 3 duriel's maps. they were created in small
application i've written... unfortunetly it workes only with
duriel.ds1 ))
isilweo

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grimio Serf
Posts: 18 From: Pennsylvania, USA Registered: May
2001 |
posted 11 June 2001 12:15
My assumption is that the TG1
files are map textures.
Wonder if you switched some if you could have Duriel's chamber
looking like Blood Moor in appearance.
Shawn

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Xizor Serf
Posts: 23 From: Registered: Jun 2001 |
posted 11 June 2001
13:44
Nice 1 isilweo.
Now, regarding the TG1, this is not conclusive (yet), but I think
the .tg1 files are actually stored as sets of tiles/graphics inside
a .dt1 file.
The main reason for my thoughts on this are that each .ds1 or set
of .ds1's has a corresponding .dt1 file (duriel.ds1 has a
duriel.dt1, etc.). Also if you look at temple5.ds1 it actually makes
a direct reference to .dt1 files for its textures.
Again this is just speculating if I can get something more
concrete then I will post it.

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isilweo Knight

Posts: 67 From: Poland Registered: May 2001 |
posted 11 June 2001 16:07
ok. i've tried to change duriel's
map and it worked .htm) after
killing duriel you pass one door, then turn right and there are two
doors i made pne of them dissapired
all objects on map has 3 (or 4) byte code. ie. doors are 91 04
00, collumn with small wall on left (eh... smthng like this I_ ) is
81 00 10, spacer between objects is of course 00 (or maybe objects
are 4 bytes (91 04 00 00) but i rather think 00 is spacer). All of
objects described above are in first map.
in 2nd map are hard walls... you can't pass them. if u look at
duriel.txt i've posted above the second map shows contour of level.
diffrence between walls in first and second map is that you cannot
even teleport (sorc) to be behind 2nd_map_walls but you can do this
in 1st map (small walls).
the third map is (i ain't sure) floor design.
that's all for today
ps. in data\GLOBAL\TILES\ACT2\Maggot\magSE2.ds1 there are no .tg1
files but there are .dt1)
isilweo

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isilweo Knight

Posts: 67 From: Poland Registered: May 2001 |
posted 11 June 2001 17:50
helo again ;)
some good news in investigeting :)))
X and Y size of level i've written in my first post was
correct... i couldn't find way to draw a txt map from .ds1 file
using x,y size because my brain didn't want to notice one simple
thing... let's look again in duriel.txt... why the wall has spaces?!
all walls should look like this: ############### not
like: #___#___#___# and answer... duriel's lair has 32x74
map. each cell (don't know it's right word) is descripted by 3 bytes
(and one space). When you remove 3 bytes from cell and leave only
one you will have nice lvl map :) i've counted manually how many
cells have been left in row and it was 32! (or 32+1?) so i changed a
bit code in my app and again parsed duriel.ds1 with it. it worked...
i've try it also with cathedral (cathy3.ds1) and it also worked =)
http://vdi.pl/~isilweo/ds12txt.zip
<-- small (6k) DOS program to "convert" ds1 file to txt map.

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sozotrunks Moderator
   
Posts: 538 From: Someplace, You don't, Live Registered: Feb
2001 |
posted 11 June 2001 18:04
i read through the post, and to
be honest, i didn't have the faintest idea what you were talking
about sounds cool though  keep going with it,
i'd love to see some REALLY new levels
------------------ "Every day a good man dies, my soul creeps
closer to the edge of oblivion."

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54x Moderator
   
Posts: 2892 From: Wellington, New Zealand Registered: Apr
2001 |
posted 11 June 2001 18:27
The scary thing is that I can
actually understand everything you've posted here except the hex
jargon...
------------------ 54x. The Ariana Rune: +5 to All
Skills. http://saturn.spaceports.com/~awl/

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isilweo Knight

Posts: 67 From: Poland Registered: May 2001 |
posted 11 June 2001 18:33
maybe you dont understand my
"bad" english...
my program does not support long names! so if u wanna convert
something with longname rename it to short one (8+3) and then
convert it.
few examples of converted files http://vdi.pl/~isilweo/duriel2.txt http://vdi.pl/~isilweo/fortess.txt http://vdi.pl/~isilweo/cathy3.txt
ps. notice fortress.txt... yes. it is possible to change TOWN
map!!!
ok... i'm going sleep (it's almost 2am in poland)
isilweo

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Tim the Enchanter Lord
 
Posts: 112 From: simwhere Registered: May
2001 |
posted 11 June 2001
18:35
I'd like to say this 2 ways first
way in my normal voice and sencond way in a high pitched girly
voice.
if you send over your source code I'll make it into a windows
based editor for ya. I think I can do it. Just let me know
ok and If you need examples of my older works i'll email some
of them
------------------ I warned you, but did you listen to me? Oh,
no, you knew it all, didn't you? Oh, it's just a harmless little
bunny, isn't it? Well, it's always the same. I always tell
them-- To look at
this site

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sozotrunks Moderator
   
Posts: 538 From: Someplace, You don't, Live Registered: Feb
2001 |
posted 11 June 2001 19:16
tim, i think the source is in a
zip he put a link to with the program in it
------------------ "Every day a good man dies, my soul creeps
closer to the edge of oblivion."

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SaintMalaclypse Knight

Posts: 70 From: Registered: May 2001 |
posted 11 June 2001 19:25
After parsing the programming
lingo and bad english, I have to ask:
Are you guys on the verge of a MAP EDITOR?!?!
Jesus H. Christ with an egg in his beard!!! That would be
great!!!
Anyway, I'll just sit here on the edge of my seat blowing an
artery while I wait and see...
Saint Malaclypse
------------------ You know how stupid the average person is,
right? Well, statistically half of the world is even dumber than
that!

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Tim the Enchanter Lord
 
Posts: 112 From: simwhere Registered: May
2001 |
posted 11 June 2001 19:34
after looking at this source code
I might be able to do it. I'm 90% sure I Will make sure to give
credit where credit is due.
Give me a week, and I'll show you the world (hopefully)
------------------ I warned you, but did you listen to me? Oh,
no, you knew it all, didn't you? Oh, it's just a harmless little
bunny, isn't it? Well, it's always the same. I always tell
them-- To look at
this site

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54x Moderator
   
Posts: 2892 From: Wellington, New Zealand Registered: Apr
2001 |
posted 11 June 2001 20:22
*runs around in the street
shouting: "Diablo II map editor!"*
------------------ 54x. The Ariana Rune: +5 to All
Skills. http://saturn.spaceports.com/~awl/

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Tim the Enchanter Lord
 
Posts: 112 From: simwhere Registered: May
2001 |
posted 11 June 2001 21:07
Ok here's the deal... I
normally deal with non-floating code that deals with mappers. This
seems not to have mappers or non-floating code. As soon as i got
tristram to work i try the famous duriel this cause my little
program to crash.
I'm going to continue tring to find a way to mapper it out or
find something to mae it work. One question isilweo what codig did
you use. Pasel or basic. I'm unsure of that
Well back to the salt mines
------------------ I warned you, but did you listen to me? Oh,
no, you knew it all, didn't you? Oh, it's just a harmless little
bunny, isn't it? Well, it's always the same. I always tell
them-- To look at
this site

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Goldark Forum Admin.
    
Posts: 1747 From: Germany Registered: Apr
2001 |
posted 11 June 2001 21:14
Well well - that sounds pretty
nice but...how big would a .mpg be, if let's say 50% of the maps
were changed?
------------------ Mod Author of "Hell on Earth" Visit my
website under http://www.planetdiablo.com/hellonearth

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Tim the Enchanter Lord
 
Posts: 112 From: simwhere Registered: May
2001 |
posted 11 June 2001 22:42
each map ( i took out 5) is about
30K each so it's not oo much until you want to make a complete
new game
Time for me to buy a cable modem .htm) i
dislike V90's they log slow then a 36.6 lately
------------------ I warned you, but did you listen to me? Oh,
no, you knew it all, didn't you? Oh, it's just a harmless little
bunny, isn't it? Well, it's always the same. I always tell
them-- To look at
this site

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