Automaps explained - Building custom automaps for your level

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Automaps explained - Building custom automaps for your level

Post by Red Havoc » Thu Oct 14, 2004 10:36 pm

Hi all! :)

In this post I´m going to touch one of the areas which is usually giving mapmakers the gripes when they even think about it: AutoMaps. When messing with maps in Diablo2, there are a few instances where we will run into problems with the automap, for example when adding .dt1s to an existing level type in LvlTypes.txt or when importing new tiles into the game. In such cases, the automap may not show up at all, or it will have gaps and missing parts. In other instances it might show up wrong elements (e.g. when you imported a new statue, it shows up as a wall part or a tree on the automap).
To fix problems like those, we´ll have to make some changes in AutoMap.txt and while this file with its ~3300 rows full of numbers and odd codes looks rather freaky at first sight, it is pretty easy to handle once you know about it. After some tests, I was able to make a new custom automap for the demon crypt levels in onyx´ mod Back to Hellfire in less than half an hour, so adding new automaps isn´t necessarily the tremendous, time-consuming Uber-task that it seems to be. :)

Before we actually start with the detailed How to, I´d like to give a short overview of how automaps work at all and what role automap.txt plays in the whole process. After that, we´ll have a closer look into the file itself and learn what the individual columns are for (aka fileguide).
And finally, we´ll look at a few examples of how to create a new automap for a level. One of them will show us a very fast, but yet efficient way to setup new automaps very easily, another example will introduce how to convert automaps from other leveltypes and I´ll also give some tips how to set up sophisticated automaps like in the default game.


The Automap - How it works
Alright, you know, when walking around in the game the automap gets successively extended. If you walk through a dungeon, it will schematically display walls, doors, warps and such stuff in your proximity and will permanently store the maps of areas you discovered already. An exception to this are the town maps, which always get drawn completely when you enter them the first time. Additionally, town automaps in act2, 4 and 5 have a speciality which we´ll have a look at below.
First, let´s find out where the automap graphics are stored. Go to the following directory in the d2exp.mpq :

data\global\ui\Automap

In this directory, you´ll find two .dc6 files, MaxiMap.dc6 (for the standard automap) and MaxiMapS.dc6 (for the smaller minimap introduced in LoD). Both of them are multi-frame .dc6 files which contain all the graphics for the automaps in form of little 'icons', which can be up to 16x32 (B x H) pixels large (8x16 for the minimap). You can view all these icons using DrTester, however, simply for practical reasons it is better to use this chart, which was created with Paul Siramy´s Dc6Table Tool. After all, these two .dc6s contain roughly 1500 different icons each and if you later want to choose good ones for your custom automaps, browsing through them with DrTester would be... umm... inconvenient :mrgreen: .
You´ll also notice a couple of other files in data\global\ui\Automap , namely the following ones:

Act2Map.dc6 (located in d2data.mpq)
Act2MapS.dc6
Act4Map.dc6 (located in d2data.mpq)
Act4MapS.dc6
ExTnMap.dc6
ExTnMapS.dc6

These are the special automap files for the act2, 4 and 5 towns. In contrast to the normal areas, they are not composed of many little icons, instead they use larger chunks of automap graphics which are put together, so when you rearrange towns and want your changes reflected in the automaps, you´ll have to deal with these files.

Ok, now that we know where the automap graphics come from, how does the game know where to draw these 'icons'? This is actually closely linked to the tiles that the map is composed of. Each individual tile can have an automap icon assigned to it, so that when the players gets near the tile, the respective icon will be displayed in the automap. Let´s, for example, assume that the players is walking past a cottage in act1. The wall tiles of the cottage then have automap icons assigned to them, which, when composed together, will display a house so when we walk by the cottage tiles, they will let the relevant icons appear on the automap. The allocations that tell the game which tile will display which icon are made in a .txt file and this .txt file (you guess it) is nothing but our automap.txt.
Not all tiles have automap graphics assigned to them, usually only distinct objects or level parts have. In the act1 wilderness, for example, most parts of the automap remain blank and only the paths and level borders are drawn.


Automap.txt - Fileguide
Alright, we now know that automap.txt is responsible for assigning map icons to individual tiles, so let´s have a look at how it does that. Basically, we can divide all the columns in there into two groups: the first few define a tile or a range of tiles and the others then determines an icon which is used for this/these tiles.

LevelName
The entry here is composed of the number of the act (1-5) and the name of the level type. Level types seem to be hardcoded, so you cannot simply add entries for a new level type you created in LvlTypes.txt. Inserting new lines for an existing level type however is possible.

TileName
This column contains codes, which actually refer to a certain tile orientation. We are lucky here, because SVR has recently figured out which one is which one :) :

Code: Select all

TileName    Orientation *desc
fl          0           floor
wl          1           wall left
wr          2           wall right
wtlr        3           wall top lower right
wtll        4           wall top lower left
wtr         5           wall top right
wbl         6           wall bottom left
wbr         7           wall bottom right
wld         8           wall left door
wrd         9           wall right door
wle         10          wall left exit
wre         11          wall right exit
co          12          center object
sh          13          shadow
tr          14          tree
rf          15          roof
ld          16          left down
rd          17          right down
fd          18          full down
fi          19          full invisible?? (paired with 18)
Style
Style is the same as the tile Main Index, the numbers are decimal.

StartSequence / EndSequence
Sequence is the same as the tile Sub Index and with Start and End you can define a range of indices. For example, a StartSequence of 4 and End Sequence of 8 will address tiles with Sub Index 4, 5, 6, 7 and 8. Again, all numbers are decimal.
In some rows you can find a value of -1; this means that the Sub Index is not important and the game will only look at Style and TileName to determine which tiles are addressed.


All four columns together give a unique definition of what tiles are addressed in a certain row. LevelName limits the range of possible tiles into a certain level type of a distinct act. TileName, Style and Sequence (more commonly refered to as Orientation, Main Index and Sub Index) then exactly define the tile(s) that are addressed, since there usually is only one tile with a certain combination of the three values for the given level type. The Start and End columns for the Sub Index allow to adress more than one tile in a single row, which safes us some space when we have several variants of a single tile, but don´t want them to show up differently on the automap (e.g. variations of walls).
The next few columns define the exact automap graphic that will be used for the specified tile(s).

Type1-4
These are just comment fields, as far as I know. Put in whatever you like, but you will probably want to use something descriptive so you know what tiles this line deals with.

Cel1-4
This column contains a number which determines the frame of the MaxiMap(s).dc6 that will be applied to the specified tiles. Figuring those out is probably the most tendious part when creating new automaps. Refer back to this image. Here, each line holds 20 images (when you re-extract the chart with Dc6Table, you can specify how many graphics a line can hold), so line 1 includes icons 0-19, line 2 from 20 to 39 and so on. Enter the number of the respective icon and it will show up for the specified tile(s).


You´ve noticed, there are four Type columns and analogous four Cel columns. Why that? Well, it serves to give our automap a bit randomness and variation. If there is more than just one entry in these columns (e.g. if you put something in 1 and 2), the game will randomly pick one of them if a tile is to be displayed in the automap. This is especially usefull if you have large areas with essentially the same tiles in them. Using the same icon for all of them over and over again might look dull or would introduce patterns and such. By randomly using different icons, it will all look natural and won´t have any repeating patterns on it.

That pretty much sums it up for an overview of Automap.txt, so let´s next have a look at how to actually make new automaps. :)


Building your own automaps
Now let´s get serious and look at the way how to set up automaps. I´ll explain some methods and tricks that I found usefull while analyzing AutoMap.txt and setting up the automaps for the dungeon in onyx´mod. One method will put out only a rudimentary automap that will just show you the general shape of the dungeon/level and some important spots. This one however is very quick and doesn´t involve much work, so it´s ideal if you´re in a hurry with your project and don´t want to spend too much time on the automap. Next you might want to know how to fix the automap if you added .dt1s from other level types and got weird results in the automap. Finally, we will discuss some efficient techniques of how to set up complex automaps with many details and have a look at some problems that could occur there.

Alright then, for the first method it is really simple. Basically all maps in D2 have floor tiles as some sort of 'underground' for the player to walk on (some of them might be unwalkable due to the floor flag settings, but we won´t consider that here). Try the following: Open up a larger map in WinDs1edit, toggle off all wall layers and zoom out. You won´t see any finer structures of the level now, but you have a very good overview of the general layout. This is similar to what we could do with the automap: We could simply tell it to display all floor tiles, so that we would get something like a 'floorplan' of the dungeon. Of course, this method will have its flaws, since from that 'floorplan' we can´t tell if there are dead ends in some parts of the dungeon and we´d still have to use different automap symbols for special stuff like stairs or warps. However, this method works nicely for a rough overview (check this example from a new map in onyx´mod Back to Hellfire) and involves little work in Automap.txt. Basically, all you have to do is look up all the indexes that are used for the floor tiles, open up Automap.txt, insert a couple of new lines under the level type you´re using for your new level and fill out the values appropriately. Simply use one and the same automap graphic for all tiles and you´ll end up with something like in the image above. For special things like warps, you have to figure out what floor tiles they use and assign them a different icon, so they become visible on the automap.
To import new maps into D2, Joel´s and Paul´s TileMaker tool is very convenient and since it only creates floor tiles, it seems to be determined for the abovementioned method. The tool however has a little problem that we need to consider. Look at this sample image and what the TileMaker tool made out of it. You´ll notice that there are lots of tiles which are completely empty (pure black, no level elements on them). Since TileMaker converts the whole image into tiles, you´ll always have lots of such tiles from the borders or corners of your source image. The point now is: If you assign automap graphics to these tiles too, you´ll get an indifferent plane as your automap, because the parts of the level that are actually empty are also drawn in your minimap. There are several ways to fix this problem, but only one is really practical. You could delete all the empty tiles from the .dt1, but that is tedious and involves alot of looking up and changing the .ini file. Same goes for deleting all references to such tiles in Automap.txt, for bigger maps you´d have to look up many indexes which is just painfull. The easiest way is to go into the .ds1 file that TileMaker has created and delete all empty tiles from the map. Since they are not there anymore, only the tiles that actually have 'something' on them will show up on the automap.
*You might run into problems, if the background colour of you source image for the imported map is not pure black like the default background in D2 - make sure it is, otherwise your tiles will be distiguishable from the background, which looks bad.

Now let´s consider a different case. Let´s say you expanded one of the caves in act1 with a few special rooms, maybe an endboss lair or whatever, and for those you used tiles from the barracks (basewall.dt1). The level plays fine, but the automap doesn´t show the new tiles from the barracks. Why does this happen?
Well, obviously, automap.txt must be missing the entries for the new tiles, how in the world would it know we added new ones? ;) You can easily check this out yourself, the barrack tiles all use main index 5, while the caves have entries in automap.txt for main indexes 0, 1, 2, 3, 4 and 21 only. On a sidenote, what would have happened if the barrack tiles´ indexes would have matched the entries in automap.txt? It´s obvious again: If the barracks tiles´indexes would have matched to the entries in the file, they´d get automap graphics for cave elements, since that´s what is defined there.
To fix the problem, we can simply go and find the rows for these tiles among the original '1 Barracks' (lines 277 - 324) section in automap.txt, copy them and then add them under the default lines in the '1 Cave' (lines 426 - 551) section. Use Orientation, Main Index and Sub index to identify the right lines (Black Heart´s Warped Tiles site is pretty handy for this job :) ).

Let´s get to the last point, how to set up a complex automap for a completely new area or dungeon? It pretty much boils down to assigning the right icons to the right tiles, but there are some things which are worth to spend some attention on:

Firstly, try to orientate on Blizzard´s style when builing the automap. Use icons for either the walls or the floors, mixing things will quickly overload the automap and look confusing. Check existing maps to find out a 'set' of automap graphics (like I did here for onyx´ new dungeon). Also keep in mind to use suitable colours for the automap, a grey automap in a mostly grey dungeon will make it difficult for the player to see things. For warps or stairs, use icons with outstanding colours, so they can be easily spotted when viewing the automap.
*On a sidenote, it is possible to extend the Automap.dc6 file with custom graphics if you need to. Just add your new icons in the appropriate size at the end of the table created with Dc6Table and when recompiling it, the tool will automatically import them as new frames, which can be adressed by the Cel values.

Building the automap is usually not problematic, there is however a little thing that I want to point out here, so you don´t get baffle if it occurs in your projects and you can´t get rid of it. Sometimes we have the case that there are several tiles on the same tile but in different layers. If each of these stacked tiles has a corresponding entry in automap.txt, we´re in trouble, because unlike tiles, the automap icons cannot stack. Instead, the game will choose the icon of the tile with the higher orientation (e.g. orientation 7 overrides orientation 1) and display only that. This can lead to small gaps and holes in your automap in those spots where tiles are stacked in different layers.
There is no real way around this problem, unless we are clever enough to take this fact into consideration before we start cutting the tiles. However, the effect is hardly noticable and does not disturb the functionality of the automap. For the original D2 tiles, they were created in such a way that the automap icons nearly always match up correctly, so we won´t have problems with them.

That´s all for it so far, hope it did clear you up on some things concerning automaps. For further discussion of questions, feel free to post here. :)
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Post by DeClineD » Thu Oct 14, 2004 11:09 pm

Awesome!!! My knowledge of mapmaking isn't quite enough to understand this fully, but once i'll get into it, i bet this is gonna be one hell of a reference :D
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Post by SVR » Fri Oct 15, 2004 3:17 am

Good stuff!

Definitely another page to add to the ol' Tome of Knowledge ;-)

Good work Red.
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Re: Automaps explained - Building custom automaps for your l

Post by Black Heart » Fri Oct 15, 2004 8:47 am

Yet another incredible job!! Auto-map has been a mapper’s bane for some time.

It’s exciting times to be a mapper. With all the discoveries and clarifications that have been made in the recent past.

Hats off to the dedicated individuals who pioneered mapping and to those who build on their discoveries.

Looks like I may have to add a section on Warped Tiles soon.
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Post by mrelfire » Thu Mar 31, 2005 5:57 pm

I have made some new maps using "WFLAG157.dt1" from volf to do the border line.
I was thinking this dt1 can be common to all maps, to be used as reference.
So I have tryed to use your tutorial, but end up in nothing.
Have you got a practical example a map + automap that we can study as a "practical case" ?

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Re: Automaps explained - Building custom automaps for your l

Post by Red Havoc » Thu Mar 31, 2005 9:47 pm

No, I don´t and I don´t think it would be of much help either...
Where exactly are you getting problems? Basically the steps are like this:

1. Select the tiles you´d like to be displayed in the automap. Write down their main and sub index, as well as orientation until you have a list of all relevant tiles.
2. Choose suitable automap icons for the tiles, e.g. if they´re all wall parts, look up the index number for wall graphics in the table above. If you find this too hard to start with, simply choose one and the same icon graphic for all tiles and gradually exchange them later. By using the same graphic for all tiles, you´ll at least find out if you#re working with the right tiles.
3. Add new lines to automap.txt and fill in the relevant information.
4. Check the results in game.

If you´re having trouble with one of these steps, just report back. :)
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Re: Automaps explained - Building custom automaps for your l

Post by mrelfire » Fri Apr 01, 2005 10:37 am

Not so obvious
this is a screen shot of my win_ds1edit
http://go4proinfo.free.fr//Mod/Lod_V1.1 ... -00003.pcx

I have created these lines into automap

Code: Select all

LevelName	TileName	Style	StartSequence	EndSequence	Type1	Cel1	Type2	Cel2	Type2	Cel3	Type4	Cel4	*eol

1 ghoultown	wl	42	6	8	WL	21		-1		-1		-1	0
1 ghoultown	wr	42	3	5	WR	20		-1		-1		-1	0

and I can see nothing
Last edited by mrelfire on Fri Apr 01, 2005 10:38 am, edited 1 time in total.

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Re: Automaps explained - Building custom automaps for your l

Post by Red Havoc » Sat Apr 02, 2005 12:25 pm

Well, concerning the Style and Sequence settings, things look okay...
It might be a problem that you´re using a new level type. I think I haven´t tested if you can add automaps for new level types... Where exactly in Automap.txt have you added these lines? Check the LevelName column, if the name of the level type is correctly written (might be case-sensitive).
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Post by mrelfire » Sat Apr 02, 2005 12:42 pm

I am using the new dll's and txt from svr.
before bothering him, I would like to know if I am right on my side.
I have done copy/paste for problems regarding identifications of level maps
Last edited by mrelfire on Sat Apr 02, 2005 1:06 pm, edited 2 times in total.

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Post by SVR » Sat Apr 02, 2005 3:37 pm

Check the LevelName column, if the name of the level type is correctly written (might be case-sensitive).
Yep. But if you have a bad LevelName you will get an assert .. ii <NUM_ ...

@mrelfire
I don't know how you're setup but there are no wl tiles in the dt1 you show.
I guess you are using the wr tiles from here and the wl from another dt1 ?

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Post by mrelfire » Sat Apr 02, 2005 5:06 pm

This is the map as a bmp
http://go4proinfo.free.fr//Mod/Lod_V1.1 ... ar0206.bmp
I have using titlemaker from paul
and I have a dt1 :
http://go4proinfo.free.fr//Mod/Lod_V1.1 ... ar0206.dt1 (1)
and a ds1 :
http://go4proinfo.free.fr//Mod/Lod_V1.1 ... ar0206.ds1
on this ds1 I have put the "walls" from Volf
http://go4proinfo.free.fr//Mod/Lod_V1.1 ... LAG157.dt1 (2)

so my first dt1 give me the floor and my second the walls.
Into the automap, I have tryed to put the walls to see them.
Is my logic correct ?
Last edited by mrelfire on Sat Apr 02, 2005 5:06 pm, edited 1 time in total.

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Post by Joel » Thu Apr 07, 2005 8:15 am

Ok I'm lost :|

Did someone succeed into making new automap for new level using the recolored DT1.

BAsically I have a act 2 level using act 1 wilderness tiles ... the level is a preset which is quite big and the automap is really needed :s

So what should add and where :x ?
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Post by mrelfire » Thu Apr 07, 2005 9:55 am

Not yet on my side,
I am working on it, and it is not as easy at it seems

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Re: Automaps explained - Building custom automaps for your l

Post by Red Havoc » Thu Apr 07, 2005 11:49 pm

@Joel:
Are you using a new leveltype as well? Or did you just add some recolored act1 .dt1s to an act2 leveltype? The latter should definitely be doable. I might give it a whirl over the weekend...

Btw, are you both lost because there´s something unclear or something missing in my first post?
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Post by Joel » Fri Apr 08, 2005 12:55 pm

Nevermind, I figured it out myself :D
I copied the rows from automap.txt that was referencing th e tiles I used, pasted them at the end of the leveltypes row i use and voila :D

For example, one act1 levels used act3 tree, i copied the 3 Jungle rows for wall under 1 Wilderness and renamed them :D

Thanx you :D
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Re: Automaps explained - Building custom automaps for your l

Post by Red Havoc » Fri Apr 08, 2005 3:39 pm

Good. :)

@mrelfire:
I´ll try to look into your files over the weekend. Maybe I can find out what´s wrong.
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Post by mrelfire » Fri Apr 08, 2005 4:29 pm

thanks, it should be easy to find, but I am blind on this one

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Re: Automaps explained - Building custom automaps for your l

Post by Red Havoc » Sun Apr 10, 2005 5:12 pm

Alright, I´ve set up a little scenario, putting some of volf´s tile into the rogue camp and trying to make them appear on the automap. Here is a picture of the tiles in town.

First step is to determine the necessary Main and Sub Index for Automap.txt, which one can do either with the Dt1Tools or from within Ds1Edit. I have used the following tiles:

Code: Select all

main index: 40  sub index: 1,6,7,8
main index: 41  sub index: 5,8
main index: 42  sub index: 2,5
All tiles have Orientation 2, which is TileName = wr according to SVR´s list above.

Next, we open up Automap.txt and scroll to the end of the '1 Town' type rows. There, we now insert as much lines as are needed for the tiles. If you want each single tile to be displayed with a different automap icon, you´d have to add 9 new rows. In this case, I´m lazy and will give each of the tiles one and the same icon. Hence, I need only 3 new lines, one for each Main Index (I´ll simply put '-1' into the Sequence columns, so Sub Index doesn´t matter).

Here are my entries:

Code: Select all

1 Town	wr	40	-1	-1	test1	119		-1		-1		-1
1 Town	wr	41	-1	-1	test2	119		-1		-1		-1
1 Town	wr	42	-1	-1	test3	119		-1		-1		-1
CelFile 119 is a bright red square, easy to see on the automap.

If we now enter the Rogue Camp: Voilá! The red squares are where they´re supposed to be. :)
Following these instructions, you should be able to let your tiles appear on the automap. Reading your post above again, I think that you might have indeed used a wrong TileName entry (as they´re all 'wr', not 'wl'), check them again carefully. It should definitely work for existing level types and concerning new ones I have seen a fix was found in the CE forum. :)
Last edited by Red Havoc on Sun Apr 10, 2005 5:13 pm, edited 1 time in total.
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Re: Automaps explained - Building custom automaps for your l

Post by SheX - Lost Mage » Thu Nov 30, 2006 5:03 pm

Based on maximap.gif I created maximap.xls for all modmakers and mapmakers, you can view
screenshot, and download my small plugin. :)

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Re: Automaps explained - Building custom automaps for your l

Post by xanaro » Fri Jun 25, 2010 9:11 pm

Red Havoc" wrote:First step is to determine the necessary Main and Sub Index for Automap.txt, which one can do either with the Dt1Tools or from within Ds1Edit. I have used the following tiles:
How do you do that? That is the whole part that I do not understand when it comes to editing the automap.

I FOUND THE SUBINDEX!!! YAY! In Ds1Edit you just have to zoom in far enough with the mousewheel, and they all say it right there.. now I just need to figure out the main index.

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Re: Automaps explained - Building custom automaps for your level

Post by kingpin » Fri Jun 25, 2010 10:45 pm

First value is main index, third value is subindex (if you look into winds1 edit, you can just right click on the tile to open up the tile edit and you see all data you need for it).

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Re: Automaps explained - Building custom automaps for your level

Post by xanaro » Sat Jun 26, 2010 10:11 am

Image

Here is the automap.txt and a screenshot of when I right click on a title, the information that is displayed.

I am assuming when you right click on a tile the object selected in green is the currently used one. here it shows "0 0 0 10"

the first value here is 0, so is that the main index? the third value here is 0, so is that the sub index?

in automap.txt the Style column is supposed to correspond with the main index and the startsequence and endsequence are supposed to correspond with the subindex right?

What I cannot figure out is that "fl(floor)" entries for catacombs in automap.txt list a Style/main index of 21.... but when I am in the editor looking at floor tiles, I do not see 21 anywhere... so to me I either have something very mixed up or just dont understand.

Thank you for your help. I definitely appreciate it.

xanaro
Posts: 13
Joined: Wed Jun 16, 2010 1:12 pm

Re: Automaps explained - Building custom automaps for your level

Post by xanaro » Sat Jun 26, 2010 6:14 pm

Yep, im still lost... hours later.. the subindex looks pretty obvious, but the main index I am not understanding.... that is a bone stock automap.txt

what does the 21 goto? the style/main index.... I am not seeing 21 anywhere when I open up the ds1edit.

Thanks everyone, help is greatly appreciated.

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Re: Automaps explained - Building custom automaps for your level

Post by kingpin » Sat Jun 26, 2010 7:19 pm

Get the dt1 tool from file center.

it will give you this info if you extract the actual dt1.
block = 0
pcx_file = wu
pcx_x = 0
pcx_y = 0
direction = 00000002
roof_y = 0
tile_sound = 1
animated = 0
orientation = 00000002
main_index = 00000027
sub_index = 00000001
frame = 00000000
unknown = 00122007
floor_flag1 = 05 05 01 00 00
floor_flag2 = 05 05 05 01 00
floor_flag3 = 05 05 05 01 00
floor_flag4 = 01 01 01 00 00
floor_flag5 = 00 00 00 00 00
This is same as you can see in winds1_edit (make sure it's paul's tool you use and not old iseldo's ds1 edit).

xanaro
Posts: 13
Joined: Wed Jun 16, 2010 1:12 pm

Re: Automaps explained - Building custom automaps for your level

Post by xanaro » Sun Jun 27, 2010 8:29 am

Thanks I have it workin now! I had something weird going on too but I think I have it figured out now.

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