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hellbound
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Posted: Mon Jun 17, 2002 10:32 am Post subject: A Question on editing Maps [resizing random areas] |
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Joined: Sat Jun 15, 2002 10:04 pm Posts: 89 Location: Germany Gender:
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 Hi!
I wanted to edit the Blood Moor in Act 1 with isilwio´s wonderful ds1-Editor. So I extracted the file Wild1.ds1 from the mpq file. The Size of the Blood Moor is X:80 Y:56 ( liuke that aproximately) I opened the file and:
1. It was only X:16Y:16?!
2. It was more than one map and i could navigate around.
Can somebody tell me how DiabloII stores the Wilderness maps? How can i edit the map of the blood Moor? (Wich ds1 files do I need)
Any help would be of use Thanx in advance!.
(I´m off to work now. I will be back in Forum in the evening)
EDIT by Paul Siramy : just changed the main topic title.
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Paul Siramy
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Posted: Mon Jun 17, 2002 11:26 am Post subject: |
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Age: 35 Joined: Sat May 25, 2002 2:39 pm Posts: 2746 Location: La Garenne Colombes (near Paris) Gender:
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The wild1.ds1 is 17*17. The width & height need to be add by 1. This ds1, like many others, is not a "complete" map in the way you think. This is a part of a random area. While the adjustement of all the ds1 it needs make a random area, the ds1 themselves are static. If you want to edit the Blood Moor, you have to edit many ds1.
_________________ DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation tutorial
"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002
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NNy
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Posted: Mon Jun 17, 2002 1:26 pm Post subject: |
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| Champion of the Light |
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Joined: Thu May 23, 2002 12:38 am Posts: 263 Location: In the middle of a Checker Board Gender:
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The main problem with bloor moor as well as all outdoor areas(most even)
are they are random.
Here's lets take a walk thru blood moor while i explain this.
Wilderness 1 in the levels.txt says 80x80 thats the complete map size when all the ds1 are combine.
If you lookin the mpq their alot od ds1's
data\global\tiles\ACT1\OUTDOORS\4rock.ds1 data\global\tiles\ACT1\OUTDOORS\6rock.ds1 data\global\tiles\ACT1\OUTDOORS\arrow.ds1 data\global\tiles\ACT1\OUTDOORS\bivouac.ds1 data\global\tiles\ACT1\OUTDOORS\blank.dt1 data\global\tiles\ACT1\OUTDOORS\bord1.ds1 data\global\tiles\ACT1\OUTDOORS\bord10.ds1 data\global\tiles\ACT1\OUTDOORS\bord11.ds1 data\global\tiles\ACT1\OUTDOORS\bord12.ds1 data\global\tiles\ACT1\OUTDOORS\bord1b.ds1 data\global\tiles\ACT1\OUTDOORS\bord1c.ds1 data\global\tiles\ACT1\OUTDOORS\bord1o.ds1 data\global\tiles\ACT1\OUTDOORS\bord1oe.ds1 data\global\tiles\ACT1\OUTDOORS\bord2.ds1 data\global\tiles\ACT1\OUTDOORS\bord2b.ds1 data\global\tiles\ACT1\OUTDOORS\bord2c.ds1 data\global\tiles\ACT1\OUTDOORS\bord2o.ds1 data\global\tiles\ACT1\OUTDOORS\bord2oe.ds1 data\global\tiles\ACT1\OUTDOORS\bord3.ds1 data\global\tiles\ACT1\OUTDOORS\bord3b.ds1 data\global\tiles\ACT1\OUTDOORS\bord3c.ds1 data\global\tiles\ACT1\OUTDOORS\bord3o.ds1 data\global\tiles\ACT1\OUTDOORS\bord3oe.ds1 data\global\tiles\ACT1\OUTDOORS\bord4.ds1 data\global\tiles\ACT1\OUTDOORS\bord4b.ds1 data\global\tiles\ACT1\OUTDOORS\bord4c.ds1 data\global\tiles\ACT1\OUTDOORS\bord4o.ds1 data\global\tiles\ACT1\OUTDOORS\bord4oe.ds1 data\global\tiles\ACT1\OUTDOORS\bord5.ds1 data\global\tiles\ACT1\OUTDOORS\bord6.ds1 data\global\tiles\ACT1\OUTDOORS\bord7.ds1 data\global\tiles\ACT1\OUTDOORS\bord8.ds1 data\global\tiles\ACT1\OUTDOORS\bord9.ds1 data\global\tiles\ACT1\OUTDOORS\BorderBorder.ds1 data\global\tiles\ACT1\OUTDOORS\BorderCliffs.ds1 data\global\tiles\ACT1\OUTDOORS\BorderCorner.ds1 data\global\tiles\ACT1\OUTDOORS\BorderMiddle.ds1 data\global\tiles\ACT1\OUTDOORS\bridge1.ds1 data\global\tiles\ACT1\OUTDOORS\bridgel.ds1 data\global\tiles\ACT1\OUTDOORS\bridgeS.ds1 data\global\tiles\ACT1\OUTDOORS\bridgeu.ds1 data\global\tiles\ACT1\OUTDOORS\cairn.dt1 data\global\tiles\ACT1\OUTDOORS\cairn2.ds1 data\global\tiles\ACT1\OUTDOORS\camp.ds1 data\global\tiles\ACT1\OUTDOORS\circle.ds1 data\global\tiles\ACT1\OUTDOORS\cliff1.dt1 data\global\tiles\ACT1\OUTDOORS\cliff2.dt1 data\global\tiles\ACT1\OUTDOORS\clover.ds1 data\global\tiles\ACT1\OUTDOORS\corner.dt1 data\global\tiles\ACT1\OUTDOORS\corral1.ds1 data\global\tiles\ACT1\OUTDOORS\corral2.ds1 data\global\tiles\ACT1\OUTDOORS\cott1.ds1 data\global\tiles\ACT1\OUTDOORS\cott1a.ds1 data\global\tiles\ACT1\OUTDOORS\cott2.ds1 data\global\tiles\ACT1\OUTDOORS\cott2a.ds1 data\global\tiles\ACT1\OUTDOORS\cott3.ds1 data\global\tiles\ACT1\OUTDOORS\cott3a.ds1 data\global\tiles\ACT1\OUTDOORS\cott4.ds1 data\global\tiles\ACT1\OUTDOORS\cott4a.ds1 data\global\tiles\ACT1\OUTDOORS\cott5.ds1 data\global\tiles\ACT1\OUTDOORS\cott5a.ds1 data\global\tiles\ACT1\OUTDOORS\cott6.ds1 data\global\tiles\ACT1\OUTDOORS\cott6a.ds1 data\global\tiles\ACT1\OUTDOORS\cott7.ds1 data\global\tiles\ACT1\OUTDOORS\cottages.dt1 data\global\tiles\ACT1\OUTDOORS\fallcmp.ds1 data\global\tiles\ACT1\OUTDOORS\fallcmp2.ds1 data\global\tiles\ACT1\OUTDOORS\fallcmp3.ds1 data\global\tiles\ACT1\OUTDOORS\fallcmp4.ds1 data\global\tiles\ACT1\OUTDOORS\fallcmp5.ds1 data\global\tiles\ACT1\OUTDOORS\fallcmp6.ds1 data\global\tiles\ACT1\OUTDOORS\fallcmp7.ds1 data\global\tiles\ACT1\OUTDOORS\fallcmp8.ds1 data\global\tiles\ACT1\OUTDOORS\fallcmpBish.ds1 data\global\tiles\ACT1\OUTDOORS\funktree.ds1 data\global\tiles\ACT1\OUTDOORS\Lriver.ds1 data\global\tiles\ACT1\OUTDOORS\LriverC.ds1 data\global\tiles\ACT1\OUTDOORS\LriverN.ds1 data\global\tiles\ACT1\OUTDOORS\LriverS.ds1 data\global\tiles\ACT1\OUTDOORS\object.ds1 data\global\tiles\ACT1\OUTDOORS\pond1.ds1 data\global\tiles\ACT1\OUTDOORS\pud.ds1 data\global\tiles\ACT1\OUTDOORS\puddle1.ds1 data\global\tiles\ACT1\OUTDOORS\River.ds1 data\global\tiles\ACT1\OUTDOORS\ruin1.ds1 data\global\tiles\ACT1\OUTDOORS\ruin2.ds1 data\global\tiles\ACT1\OUTDOORS\shrineD.ds1 data\global\tiles\ACT1\OUTDOORS\shrineF.ds1 data\global\tiles\ACT1\OUTDOORS\shrineH.ds1 data\global\tiles\ACT1\OUTDOORS\ShrineW.ds1 data\global\tiles\ACT1\OUTDOORS\stnclf10.ds1 data\global\tiles\ACT1\OUTDOORS\stnclf2.ds1 data\global\tiles\ACT1\OUTDOORS\stnclf3.ds1 data\global\tiles\ACT1\OUTDOORS\stnclf5.ds1 data\global\tiles\ACT1\OUTDOORS\stnclf6a.ds1 data\global\tiles\ACT1\OUTDOORS\stnclf6b.ds1 data\global\tiles\ACT1\OUTDOORS\stnclf6c.ds1 data\global\tiles\ACT1\OUTDOORS\stnclf7.ds1 data\global\tiles\ACT1\OUTDOORS\stnclfL1.ds1 data\global\tiles\ACT1\OUTDOORS\stnclfL2.ds1 data\global\tiles\ACT1\OUTDOORS\stnclfR1.ds1 data\global\tiles\ACT1\OUTDOORS\stnclfR2.ds1 data\global\tiles\ACT1\OUTDOORS\swamp.ds1 data\global\tiles\ACT1\OUTDOORS\swamp2.ds1 data\global\tiles\ACT1\OUTDOORS\swamp3.ds1 data\global\tiles\ACT1\OUTDOORS\swamp4.ds1 data\global\tiles\ACT1\OUTDOORS\swamp5.ds1 data\global\tiles\ACT1\OUTDOORS\tome.ds1 data\global\tiles\ACT1\OUTDOORS\tower1.ds1 data\global\tiles\ACT1\OUTDOORS\tower2.ds1 data\global\tiles\ACT1\OUTDOORS\trees.ds1 data\global\tiles\ACT1\OUTDOORS\trees2.ds1 data\global\tiles\ACT1\OUTDOORS\trees3.ds1 data\global\tiles\ACT1\OUTDOORS\Uriver.ds1 data\global\tiles\ACT1\OUTDOORS\UriverC.ds1 data\global\tiles\ACT1\OUTDOORS\UriverN.ds1 data\global\tiles\ACT1\OUTDOORS\UriverS.ds1 data\global\tiles\ACT1\OUTDOORS\waypoint.ds1 data\global\tiles\ACT1\OUTDOORS\waysmall.ds1 data\global\tiles\ACT1\OUTDOORS\wild1.ds1 data\global\tiles\ACT1\OUTDOORS\wild2.ds1 data\global\tiles\ACT1\OUTDOORS\wild3.ds1 data\global\tiles\ACT1\OUTDOORS\wild4.ds1 data\global\tiles\ACT1\OUTDOORS\wild5.ds1 data\global\tiles\ACT1\OUTDOORS\wild6.ds1 data\global\tiles\ACT1\OUTDOORS\wild7.ds1 data\global\tiles\ACT1\OUTDOORS\wild8.ds1 data\global\tiles\ACT1\OUTDOORS\wild9.ds1 data\global\tiles\ACT1\OUTDOORS\xrock.ds1
these ds1's make what we know as
Blood moor
cold plains
stony field
black marsh
darkwood
and the highlands
some are special to certain areas like the bishibosh ds1
tower.ds1 and some others.
I'm attemping to make blood moor among the others a static map much like docktown is and act5 town.
this is a task and a half i'm looking for relationship between the txt and the map files.
right now the biggest lead i have is the Drlgtype
1- unknown
2- static (so it seems)
3- randomized
well i hope that helped
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hellbound
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Posted: Mon Jun 17, 2002 10:52 pm Post subject: Level Outdoor Maps/Indoor Maps |
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| Crusader |
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Joined: Sat Jun 15, 2002 10:04 pm Posts: 89 Location: Germany Gender:
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Hi!
That really is a bit of light in the whole thing. Thank you very much! So the game randomizes some things (like the spawning of some uniques). I will try aroun a little and post here what I can find out.
Are the Dungeons and caves random as well or are they static? 
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NNy
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Posted: Mon Jun 17, 2002 10:59 pm Post subject: |
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| Champion of the Light |
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Joined: Thu May 23, 2002 12:38 am Posts: 263 Location: In the middle of a Checker Board Gender:
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Caves are funny they are type 1 Maze
yet the treasure sections are type 2 static
just use d2excel and se level.txt as your guide
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Myhrginoc
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Posted: Tue Jun 18, 2002 3:22 am Post subject: |
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Age: 55 Joined: Sat May 25, 2002 7:28 am Posts: 12058 Location: Percussion U Gender:
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Mazes such as caves and dungeons (if not Type 2 static) are not only random, but quite expandable. The Rooms column in LvlMaze.txt determines the number of "nodes" a maze has, and the game generates passageways randomly (or maybe to a specific algorithm instead of randomly) from the nodes.
_________________ Do the right thing. It will gratify some people and astonish the rest. ~ Mark Twain Run Diablo II in any version for mods: tutorial The Terms of Service!! Know them, abide by them, and enjoy the forums at peace. The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
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hellbound
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Posted: Tue Jun 18, 2002 10:59 am Post subject: Dungeon Maps |
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| Crusader |
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Joined: Sat Jun 15, 2002 10:04 pm Posts: 89 Location: Germany Gender:
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Thanks very much for the tip with the Dungeon Nodes!!  Thats really cool, I can make MUCH more bigger dungeons then.  Is there a Minimum or Maximum for the Rooms column in LvlMaze.txt?
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Myhrginoc
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Posted: Wed Jun 19, 2002 4:33 am Post subject: |
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Age: 55 Joined: Sat May 25, 2002 7:28 am Posts: 12058 Location: Percussion U Gender:
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I don't know what the game would do if you put in 1 or 0. Unlikely you could put in over 255, and maybe 127 or even 63 might be the limit. I think I put in 48 in one spot without ill effect.
Also, some areas are hardcoded, even if you put in a higher room number it won't change the area.
_________________ Do the right thing. It will gratify some people and astonish the rest. ~ Mark Twain Run Diablo II in any version for mods: tutorial The Terms of Service!! Know them, abide by them, and enjoy the forums at peace. The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
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Paul Siramy
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Posted: Wed Jun 19, 2002 8:32 am Post subject: |
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Age: 35 Joined: Sat May 25, 2002 2:39 pm Posts: 2746 Location: La Garenne Colombes (near Paris) Gender:
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I won't talk about mazes, but the ds1 themselves. It's been some months that I have made some stats on all the ds1 I could open, but it's on the old Tools forums. I repeat it there :
2264 ds1 (map) total 21 MB
251 dt1 (tiles) total 148 MB
width of maps : between 2 and 101 (inclusive)
height : between 2 and 103
total (weight * height) : between 4 and 7225 (85*85 : wildtemple of nilhatack)
A few dt1 / ds1 seems to not be use by the game. Also, some ds1 / dt1 can't be edited because there are in a slightly variation of the formats we know. Cryptcountess.ds1 can't be open for instance.
Changing ds1 size seems to crash the game. I tried to change the size of Tristram (a ds1 that don't have other ds1 on its borders), and it crashed. Didn't managed to change the maze size either.
_________________ DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation tutorial
"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002
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NNy
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Posted: Wed Jun 19, 2002 3:12 pm Post subject: |
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| Champion of the Light |
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Joined: Thu May 23, 2002 12:38 am Posts: 263 Location: In the middle of a Checker Board Gender:
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I changed the size of andarials lair
here's the key
levels.txt X & Y must be changed
now when the bin is generated i foget if the changed was in it or not
so i either hex edited the bin or just used -direct -txt
either way i made andariels lair 50x50 
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hellbound
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Posted: Wed Jun 19, 2002 8:34 pm Post subject: |
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| Crusader |
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Joined: Sat Jun 15, 2002 10:04 pm Posts: 89 Location: Germany Gender:
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HI NNy!
You got me a little bit confuded  now. You wrote that you changed the x and y in levels.txt to get Andariel lair bigger.  I thought that the x and y in Levels.txt is only for reference and changes nothing real in the game itself... ( I tried it with the Bloodmoor and nothing changed)
So, is it possible to change the sizes of dungeons and caves with x and y in Levels.txt? Thanx for your help!
to Myhrginoc:
Wich caves and dungeons does the Room column in lvlmaze.txt affect? Could you send me a list? (or post it here) Thanx 
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NNy
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Posted: Wed Jun 19, 2002 8:54 pm Post subject: |
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Joined: Thu May 23, 2002 12:38 am Posts: 263 Location: In the middle of a Checker Board Gender:
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i only think the x and y sizes work with type 2 places
docktown
act1 town
andy lair
but remember it's a hit and miss
it took 27 tries to make it work right when i did have it working
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Paul Siramy
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Posted: Wed Jun 19, 2002 9:13 pm Post subject: |
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Age: 35 Joined: Sat May 25, 2002 2:39 pm Posts: 2746 Location: La Garenne Colombes (near Paris) Gender:
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In the levels.txt the x & y you see are for reference. This is a copy of the x & y each ds1 have. In other words, DON'T CHANGE X & Y in the levels.txt ! Do this ONLY if you modify a ds1 by changing its size, and then set the levels.txt x & y for this levels the same size of your new ds1.
Am I right ?
_________________ DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation tutorial
"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002
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NNy
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Posted: Wed Jun 19, 2002 10:27 pm Post subject: |
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| Champion of the Light |
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Joined: Thu May 23, 2002 12:38 am Posts: 263 Location: In the middle of a Checker Board Gender:
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yup
the x & y in lvl.txt must equal the ds1 x & y
or the game will spit out a error on invalid level size 
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hellbound
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Posted: Thu Jun 20, 2002 8:53 pm Post subject: Static or not? |
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| Crusader |
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Joined: Sat Jun 15, 2002 10:04 pm Posts: 89 Location: Germany Gender:
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Hi!
I´am trying to get some caves and Dungeons expanded with the rooms-Column, but so far I had no success at all...
For example I tried:
- Den of Evil: No effect
- Crypt and Mausoleum: no effect
- The Tower in the Black Marsh: No effect )all Levels)
Can anybody tell me wich dungeons or Caves I can edit with the Rooms Column in Lvlmaze.txt?
It is very important for me for planing issues. (If I know, wich Caves and Dungeons I can expand and wich are not expandable I can plan Monster spawning and so on...)
Also it would save a lot of time  So if any body can help me with that I would be really grateful! 
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RexxLaww
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Posted: Thu Jun 20, 2002 10:11 pm Post subject: Re: Static or not? |
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| Champion of the Light |
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Joined: Thu May 23, 2002 4:27 am Posts: 384 Location: USA Gender:
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hellbound wrote: - Den of Evil: No effect - Crypt and Mausoleum: no effect - The Tower in the Black Marsh: No effect )all Levels)
Essentially, you have found the levels that can NOT be modified with changing the number of rooms.
Once you complete the DOE, it WILL change size appropriately. That being said, if it is related to a quest, it wont change. Once completed the DOE is no longer a quest. It becomes The Cave and viola! It will change for you.
ACT II levels change very nicely. Escpecially the Sand Maggot Lair.
ACTIII levels are fairly strict in their size. The Sewer will grow very nicely with a 48*48 room size.
ACTIV levels, are well, unaffected.
ACTV levels are also pretty much unaffected. The Crystal Caves will expand a bit, but thats not necessarily good.
I cap at 48*48 for expansion. Anything more than that results in A) Levels that are just too unweildly to complete and B) If there are a lot of spawned enemies, levels that drag your computer to its knees.
_________________ The Frost. Sometimes it makes the blade stick.
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Paul Siramy
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Posted: Thu Jun 20, 2002 10:23 pm Post subject: |
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Age: 35 Joined: Sat May 25, 2002 2:39 pm Posts: 2746 Location: La Garenne Colombes (near Paris) Gender:
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Thanks for the infos.
But I was wondering something. Remember the .MAP & .MA0, .MA1 etc files on your SAVE directory ? Theses files are relative to the map you're playing. Or better say, the area of the maps that you have curently discover.
So I wonder if there isn't some conflict between theses files and a newly created map. To be sure, I think you may create a new game in either a new char or with the same character but in another difficulty, to force the game to regenerate all the maps, and therefore to take into account your modification (but it's just a guess, since the behaviour of the DOE is weird for me).
_________________ DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation tutorial
"Sorry I can't give you offsets or anything, my dlls are always very mutant compared to what's in the release" - Isolde, aka Peter Hu, 30 Jun 2002
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Apocalypse Demon
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Posted: Thu Jun 20, 2002 10:25 pm Post subject: |
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| Arch-Angel |
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Joined: Thu May 23, 2002 2:45 am Posts: 1701 Location: Mississauga, Ontario, Canada Gender:
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Try increasing the rooms in the Crypt and Mausoleum, it works great. I put in over 60 more, and though it was quite large, it was okay. Static leves(levels that use only one ds1 for the whole floor) will not be affected by the changing of the rooms value in lvlmaze.txt.
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hellbound
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Posted: Thu Jun 20, 2002 11:02 pm Post subject: |
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| Crusader |
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Joined: Sat Jun 15, 2002 10:04 pm Posts: 89 Location: Germany Gender:
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Hi Apocalypse Demon and RexxLaww!!
That relly helps a lot Thanx!
I tried to resize the crypts and...
it woirked!
So the dungeons that are not related to quests can be changed, thats intresting. Now I can finish my modding plans fo Act 1.
Thanx again! 
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NNy
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Posted: Thu Jun 20, 2002 11:43 pm Post subject: |
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| Champion of the Light |
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Joined: Thu May 23, 2002 12:38 am Posts: 263 Location: In the middle of a Checker Board Gender:
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that map,ma1 yatta yatta is the mini map stored in single player mode
and yes when you map edit the old map is their and the new map is layered on top
when moving waypoint around my town had 5 waypoints on mini map
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