Author |
Topic: Investigating DS1 's |
ThresholdRPG Honorary Warlord
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Posts: 451 From: Georgia, USA Registered: Mar
2001 |
posted 11 June 2001
23:34
Wow! This is truly awesome. I am
following this issue very closely. This could really be a
breakthrough in mod making.
I am always bummed that the games I like don't have level
editors/creators like so many other games I don't like (Quake, Half
Life, etc.). Maybe my luck is changing!!! =)
------------------ -Michael http://www.threshold-rpg.com
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Preator Lord
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Posts: 116 From: Texas Registered: Apr 2001 |
posted 12 June 2001
00:00
Maybe now, if we indeed break the
code and do create something akin to a map editor we can modify the
Chaos Sancuary maybe and change it to something more hellish!
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54x Moderator
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Posts: 2892 From: Wellington, New Zealand Registered: Apr
2001 |
posted 12 June 2001
01:36
Just a reminder- ARENAS! This
could make for killer arenas
------------------ 54x. The Ariana Rune: +5 to All
Skills. http://saturn.spaceports.com/~awl/
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isilweo Knight
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Posts: 67 From: Poland Registered: May 2001 |
posted 12 June 2001
02:52
tim: source was in pascal cause i
wanted to write small exe. i could do this in delphi but i think we
still know too less about .ds1 file format. if you don't understand
code it's not your fault because it is very unreadable ;) i'll make
a code in pseudo-code and give a link to it. and maybe a small txt
file which discribes format of ds1?
ok.. i have woken up and i'm getting to work with .ds1's :) i
hope new day will bring new info on this topic :)
ps. i don't wanna arenas i want new TOWN!! ;)))
isilweo
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Xizor Serf
Posts: 23 From: Registered: Jun 2001 |
posted 12 June 2001
04:21
Again well done isilweo, thats
not bad going for a days work.
Hopefully I'll get a bit of time today to spend looking at it as
well (as I'm doing this at work it can be a lil' difficult sometimes
).
Either way keep going I think it may be possible with the info.
so far to have a rudimentary map-editor available soon.
[This message has been edited by Xizor (edited 12 June
2001).]
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54x Moderator
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Posts: 2892 From: Wellington, New Zealand Registered: Apr
2001 |
posted 12 June 2001
04:29
It is now only a matter of time
:>
------------------ 54x. The Ariana Rune: +5 to All
Skills. http://saturn.spaceports.com/~awl/
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Tontus314 Honorary Warlord
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Posts: 553 From: TN,USA Registered: Feb 2001 |
posted 12 June 2001
07:05
Heh, just when I thought there
was going to be nothing new until the expansion, you guys just had
to start this little project up.
Seriously, sounds very promising, keep up the good work
guys.
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isilweo Knight
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Posts: 67 From: Poland Registered: May 2001 |
posted 12 June 2001
07:41
helo again ;) this is a try to
make ds1 file format secifications.
00h - longword - file type (uselly 12h, sometimes 10h,0Dh). maybe
it's important to something ;) 04h - longword - xsize of
level 08h - longword - ysize of level 0Ch - longword -
unknown 10h - longword - unknown 14h - longword - num of tiles
used in 18h - string - tile filename ended with 00h | . | .
|\ . | >-- repeat num_of_tiles times . |/ . - last tile
filename ended with 00h |
longword - unknown longword - unknown
here is map layout. size of layout: xsize+1,ysize+1 every cell
of map is coded in 3 bytes and one spacer (00h) ie. 81 00 | 10 00
<-- this is one cell
after firstmap goes second. without any space bytes (!!!) the
same is with third...
rest of file is unknown... :(
if you don't understand maplayout format simple pseudo-code goes
here:
type cellproperties = object prop1 : byte prop2 :
byte prop3 : byte;
var map : array [1..xsize+1,1..ysize+1] of cellproperties
for y=1 to ysize+1 {
for x=1 to xsize+1 { cellprop1 =
read_byte_from_file cellprop2 = read_byte_from_file cellprop3
= read_byte_from_file read_byte_from_file <---
spacer map[x,y].prop1 = cellprop1 map[x,y].prop2 =
cellprop2 map[x,y].prop3 = cellprop3 } }
http://vdi.pl/~isilweo/d2lvl.zip
here you can download windows ds1 viewer
and now i'm working on editor :) we still don't know what is
on the end of ds1 file... got ant ideas?
isilweo
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Tim the Enchanter Lord
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Posts: 112 From: simwhere Registered: May
2001 |
posted 12 June 2001
09:39
only thing i can think of is that
the jibberish at the end if some sort of bg-gfx
like fire in hell properties. maybe some sort of constant
things that occur. (ex: the fire balls that fly up and strike
ground in river of flame)
I'm going to work on what each 3 bytes mean. there has to be
away to figure it out,and I'm willing to do/help ya
------------------ 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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isilweo Knight
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Posts: 67 From: Poland Registered: May 2001 |
posted 12 June 2001
10:20
small correction... _fichiers/phrozenkeep.htm) cellprops is 4
bytes, not 3 and spacer. in most cases last byte is 00h but i
found few with 01 (81 00 | 10 01)
type cellproperties =
object prop1:byte prop2:byte prop3:byte prop4:byte;
ps. tim! please give me your icq number... or find me on icq
(only one person is called isilweo on icq)
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Olorin Honorary Warlord
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Posts: 415 From: Gardens of Lórien, Valinor. Registered:
May 2001 |
posted 12 June 2001
10:35
Teeheee...I just read through
these posts & I feel like I have to tell osmeone or I'll burst.
("He's going to tell, he's going to tell...STOP THAT!) Amazing
work everything, keep it up and maybe Christmas'll come early (plus
I can make my Shelob's Lair into an actual Lair, instead of Shelob's
Outer Steppes
). So to sum up in a very exicited word: SWEEEEET
------------------ "For I am Olorin! And Olorin means
me!"
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DigiBO Moderator
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Posts: 1411 From: Bulgaria,Varna Registered: Jan
2001 |
posted 12 June 2001
11:29
Keep up the good work,guys!I can
see it from here - "Diablo II Level Editor" by isilweo and
Tim GrrrrrrrreeaaaaaaaaaaT!!!
And guys - better tell us how is the work going.Don't just
contact each other on ICQ!
------------------ "You only want what you can't have."
[This message has been edited by DigiBO (edited 12 June
2001).]
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RexxLaww Moderator
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Posts: 936 From: USA Registered: Mar 2001 |
posted 12 June 2001
12:21
Hey, nice work! This kind of
progress can lead to some wonderful modding abilities.
------------------ I say we pull out and nuke the site from
orbit.
http://www.angelfire.com/ut2/Dweaves/
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isilweo Knight
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Posts: 67 From: Poland Registered: May 2001 |
posted 12 June 2001
12:56
another day of hard work is
passing over... and i own you some news...good news :)
download http://vdi.pl/~isilweo/duriel.ds1 put
it where it should be (data\global\tiles\act2\tomb i suggest to
make wp to duriel's if you don't know how read a tutorial or http://vdi.pl/~isilweo/levels.zip
and now... try it out... hope you all like it... it is very
small change but it shows how is work on d2lvl editor advenced
waiting for comments :))
isilweo
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DigiBO Moderator
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Posts: 1411 From: Bulgaria,Varna Registered: Jan
2001 |
posted 12 June 2001
14:11
Why don't you post a
screenshot?It's much easier than making people try it themself _fichiers/phrozenkeep.htm) Easier for us I
mean
------------------ "You only want what you can't have."
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RexxLaww Moderator
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Posts: 936 From: USA Registered: Mar 2001 |
posted 12 June 2001
14:15
D'ya ever feel that you are on
the brink of something really big? I can sense/feel this with what
you have going here. I havent much a clue as to what it all means,
but loading up a .ds1 and seeing it mapped out means good good
things.
The D2 Modding community is waiting for this with baited breath
------------------ I say we pull out and nuke the site from
orbit.
http://www.angelfire.com/ut2/Dweaves/
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Mephistopheles Honorary Warlord
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Posts: 988 From: Portland, Or, USA (kessan
dalet) Registered: Mar 2001 |
posted 12 June 2001
14:54
I havent read all of this post
here but I will. About editn' the files. Can we edit them in DOS
[edit] or nope?
Just a thought.
------------------ In A World Of Deceit - Open Your Eyes
- Don't Be Afraid And You Relize
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Goldark Forum Admin.
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Posts: 1747 From: Germany Registered: Apr
2001 |
posted 12 June 2001
15:08
Ok...i just tested your work out
and have to say...it's amazing. With an editor...that's...wait a
sec, i need to catch some breath first
Well - you know what i want to say, don't you?
There's only one question i have...how big are the chances of a
powerful editor for map changes?
keep up the good work guys *claps hands*
------------------ Mod Author of "Hell on Earth" Visit my
website under http://www.planetdiablo.com/hellonearth
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Xizor Serf
Posts: 23 From: Registered: Jun 2001 |
posted 12 June 2001
15:13
Sadly it wont work in (dos)Edit
as edit just continues putting the characters on one long continuous
line rather than in the layout required for it to be of any use as a
.ds1 editor.
I have added the ability edit and save from my hex-reader (back
on page 1 ) so
I can now edit any part of the .ds1 file. I will not post my editor
here as the interface is not exactly user friendly or particularly
useful as a proper .ds1 editor. It does however let me 'tinker' with
bits of the .ds1 so it may help shed some more light on the parts of
the file that are unknown at the moment.
I need to go learn how to use mpq2k properly as I haven't used it
before, then I can experiment properly. (As I mentioned above I
hadn't really intended getting into mod'ing D2 but there seems to be
a helluva lot of interest in this particular area so I'll keep at it
for a bit longer).
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RexxLaww Moderator
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Posts: 936 From: USA Registered: Mar 2001 |
posted 12 June 2001
16:15
Please DO NOT stop now.
------------------ I say we pull out and nuke the site from
orbit.
http://www.angelfire.com/ut2/Dweaves/
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FoxBat Moderator
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Posts: 1288 From: PA, USA Registered: Feb
2001 |
posted 12 June 2001
16:24
This is VERY COOL news...
...However I think we are still stuck with random layouts for
most levels. Unless random components are stored in ds1 files or
something, and that could take a while to figure out.
Still, it's nice to chance all these quest-specific areas, and
especially towns too. I'd love to have this util (my hex editor is
not l33t enough for neatly aligned maps). Combine that with a DT1
editor, and.... _fichiers/phrozenkeep.htm)
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isilweo Knight
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Posts: 67 From: Poland Registered: May 2001 |
posted 12 June 2001
16:28
i see people are as lazy as me
and want screenshoot's )
i wont give you screenshoot but you can look at http://vdi.pl/~isilweo/newduriel.txt this
is what i've changed in duriel's
all changes were made using my editor... but it's pre, pre beta
;>
i'll make few changes and allow you to test with it a bit _fichiers/phrozenkeep.htm) wait about
30-60minutes and i'll upload it
isilweo
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Clannad WarLord
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Posts: 160 From: Sweden Registered: Feb 2001 |
posted 12 June 2001
16:29
Some more fuel to the fire, i
know how to decode the graphics that the levels are made up of
(havent i ranted enough about this ?).
The viewer is
still available at : http://user.tninet.se/~evn015r/files/dt1.zip
If anyone is interested in how to decode dt1, i post the
info.
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isilweo Knight
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Posts: 67 From: Poland Registered: May 2001 |
posted 12 June 2001
16:37
yes... clannad you have came in
right time :)))
please send me info on those files... it'll be great help for
editor... and maybe if you are sa good at decoding files you could
have a look at end part of .ds1 file :)
isilweo
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keeperofskulls Squire
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Posts: 32 From: England Registered: Feb 2001 |
posted 12 June 2001
17:53
WOW This looks real good keep up the good
work.
Has anyone seen the Starcraft editor. Eventually something like
that would be cool, where you could click on different parts of
terrain and decorations and then save your finished level.
hehe perhaps im thinking a bit too far ahead.
Ill have a mes around with them files as well, ill see what i can
come up with
Anyways good luck with this project
------------------ keeperofskulls
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