Outdoor levels generator questions

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mofr
Posts: 11
Joined: Mon Feb 27, 2017 3:28 am

Outdoor levels generator questions

Post by mofr » Sun Mar 26, 2017 12:20 pm

Hello, guys!

I'm working on an open-source diablo 2 implementation. And since preset levels are working fine, I'm going to develop an outdoor levels generator. Outdoor areas don't seem to be very complex to generate, however there is a huge gap in metainformation needed.

I've read several discussions related to the topic:
viewtopic.php?t=9098
http://www.medianxl.com/t498-levels-the ... ous-things

And still not getting the idea of:
1) How game does know that Burial Grounds level is connected to the Cold Planes? I'm trying to build an outdoor levels graph using levels.txt file. Everything seems very logical, except -1 offsets, which level is considered as a base starting point?
Levels.txt slice just for your convinience:
https://drive.google.com/file/d/0B56lP1 ... MtYTA/view

2) How game does detect/know ds1 files orientations? For example act 1 town has 4 variations, but I can't find any txt/ds1 files information about particular ds1 orientation. Also south and east variations have following transitions (TownETrans.ds1, TownSTrans.ds1), but I have no glue how to generate it. I hope and believe that it's not hard coded into the code.

3) lvlprest.txt. This file contains a LOT of ds1 files used in the generation process, but where are the links to it?
I found that bord1o.ds1 is an opened level border, which can be used as a passage between, and number is a border orientation. But I really don't like the idea to hardcode all this knowledge into the generator.
Also lvlprest.txt contains such unique locations like Cairn stones, Inifuss tree, but where is the link with particular levels to place those locations?

Any help and information is highly appreciated, thank you!
Diablo 2 reimplementation on Unity https://github.com/mofr/Diablerie

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