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by Paul Siramy
Fri Oct 19, 2018 1:12 pm
Forum: Map Editing
Topic: Map editing : how to start
Replies: 0
Views: 19019

Map editing : how to start

Questions about how to edit other ds1 in win_ds1edit than the one that comes with the zip are redundant. I guess a fixed post about the subject should have appear long ago. So let's make one. First, you have to know that win_ds1editor is a DS1 editor, not an AREA editor. Some areas like Tristram are...
by Paul Siramy
Sun Feb 18, 2018 1:20 pm
Forum: General Mod Making
Topic: I need MPQ View
Replies: 7
Views: 768

I repeat it again & again, but ... MPQ Stormless Editor called "MPQEditor" when it's launched, and the exe is "MPQEdit.exe". The best mpq extractor/insertor IMO, just right-click and use "extract with full-path", or "Replace with file", so good. Show unknown entry ! Can filter too. No lower/Upper ca...
by Paul Siramy
Sun Feb 18, 2018 1:16 pm
Forum: General Mod Making
Topic: map tiles
Replies: 2
Views: 835

It's not as easy as this. There are 3 indexs that identify a tile, and nothing tell that the tiles of a dt1 can be found in another dt1. Even if there are, nothing tell you that they will be the same tile declined in another variation. Also, forget the cathedral, it's one of the few dt1 that is in a...
by Paul Siramy
Mon Aug 18, 2014 7:52 pm
Forum: Map Editing
Topic: do command parameters work for .ini files ?
Replies: 5
Views: 1285

Re: do command parameters work for .ini files ?

Hmm, it should have work, I'll investigate. EDIT : Ok, my bad. The error in the code is that 2 or at least 4 parameters is ok, but curiously 3 parameters is not :( // syntaxe of the command line printf("============================================================\n"); if (argc >= 4) // at least 3 ar...
by Paul Siramy
Sun Apr 27, 2014 3:13 pm
Forum: Map Editing
Topic: GUI Loader for Paul's ds1edit
Replies: 65
Views: 33190

Re: GUI Loader for Paul's ds1edit

I just updated the 1st post with 2 links on my website for backups.
by Paul Siramy
Sat Mar 29, 2014 12:35 am
Forum: Map Editing
Topic: Tristram Remade
Replies: 6
Views: 2417

Re: Tristram Remade

Just an idea : tilemakerv2_5.zip build a ds1 and a dt1 from a pcx image. It only produce *floor* tiles tough. What's interesting is that it's using not 64 but 256 sub-indexes per main-indexes. Well, in short : it's using a trick to allow to put 4 times more floor tiles in its dt1 than in vanilla dt1...
by Paul Siramy
Thu Mar 27, 2014 9:22 pm
Forum: Tools
Topic: [Request] Ds1 Editor & Code edit tool
Replies: 1
Views: 2498

Re: [Request] Ds1 Editor & Code edit tool

-A Quick overview of all tiles on the right side Since I'm [almost] not coding anymore, it's not going to happen. Not by me at least. But you can use this workaround : since you can open multiple ds1 at the same time (100 at most IIRC), what you can do is make your own special ds1 just for displayi...
by Paul Siramy
Mon Aug 05, 2013 10:01 pm
Forum: Multimedia
Topic: TES IV:Oblivion models rendered in 2d
Replies: 1
Views: 857

Re: TES IV:Oblivion models rendered in 2d

I'm not an expert on converting animations to D2, but here's what I know of the D2 engine and think must be considered. The engine display 25 fps max. Animations can be anywhere between 0.0 and 25.0 fps, and finely tuned (see Skeleton example below). Taking some players and monsters animations as re...
by Paul Siramy
Wed Jul 31, 2013 5:30 pm
Forum: Map Editing
Topic: [solved] N help with linking areas
Replies: 22
Views: 3085

Re: N help with linking areas

It seems it's already like this with vanilla TXT files. I don't see any reason tough, so I'll assume it's just a leftover bug in the TXT. Try to remove this incorrect link, but it'll surprise me if it is your problem.
by Paul Siramy
Thu Jul 11, 2013 7:56 pm
Forum: Map Editing
Topic: Please fix these links
Replies: 4
Views: 1058

Re: Please fix these links

I fixed some links, just used the "d2mods.com" shortcut, that should be enough.

If you find more incorect url, don't hesitate to mention where, I'll fix them as well.
by Paul Siramy
Sun May 12, 2013 4:07 pm
Forum: Map Editing
Topic: Trap door for The Secret Cow Level - 1.13 - mod
Replies: 4
Views: 1340

Re: Trap door for The Secret Cow Level - 1.13 - mod

The tutorial stoped working from a certain patch. I think it'll work as expected with the 1.10 patch, but I'm not sure with the next patch. I'm sure it don't works with the current patch at least. It's because using in an Act an object of a later Act is not suported by the game normaly, the editor d...
by Paul Siramy
Sun May 12, 2013 4:03 pm
Forum: Map Editing
Topic: How to remove/move in DS1 Editor?
Replies: 3
Views: 879

Re: How to remove/move in DS1 Editor?

Back from holydays, sorry for the delay. I must be stupid or something, how do I remove/move an existing object with this editor? You should first read the file README.txt that comes with the editor, as my online documentation is incomplete (especially regarding objects). Now to answer your question...
by Paul Siramy
Thu Mar 07, 2013 9:30 pm
Forum: Tools
Topic: dc6edit for 64 bit?
Replies: 5
Views: 9026

Re: dc6edit for 64 bit?

My DCC "encoder" is in fact unfinished, right now it just prepare all frames by dithering all cells (1x1 to 5x5 pixels) in order for them to have only 4 colors max. It does this job already, but all the bitstreams and the DCC are not created. You can freely use the source code if you wish : dcc_enco...
by Paul Siramy
Thu Mar 07, 2013 1:47 am
Forum: Tools
Topic: dc6edit for 64 bit?
Replies: 5
Views: 9026

Re: dc6edit for 64 bit?

Try this one : dc6edit_1.02.zip. It works on my 7 64bits.

EDIT : I'm not sure I understood correctly what you want to do, but if it's really about extracting *DCC*, then dc6edit won't do the job. DrTester will do, or my in-progress MergeDCC v2.
by Paul Siramy
Wed Feb 13, 2013 12:01 am
Forum: Map Editing
Topic: Help Diablo II MAP Editor!
Replies: 2
Views: 2172

Re: Help Diablo II MAP Editor!

You don't have to launch the .exe, but a .bat, in order to give the .exe some necessary parameters. win_ds1edit is a command-line tool, not a window application. There should be some .bat as examples. A .bat file is a simple text file that you can edit with notepad for instance, but the file has a "...
by Paul Siramy
Sat Dec 29, 2012 1:38 pm
Forum: Tools
Topic: Can i run DC6 Creator on windows 7?
Replies: 6
Views: 3052

Re: Can i run DC6 Creator on windows 7?

I don't know if it'll works, but you might try to install this executable : Visual Studio .NET 2002 Service Pack 1 MFC70.DLL Security Update.
by Paul Siramy
Wed Dec 19, 2012 10:04 am
Forum: Map Editing
Topic: ds1 pan analyzer help
Replies: 1
Views: 765

Re: ds1 pan analyzer help

Can you be more explicit ? I don't understand what tool you're talking.
by Paul Siramy
Tue Dec 11, 2012 10:39 pm
Forum: Tools
Topic: data to MPQ convert
Replies: 5
Views: 2866

Re: data to MPQ convert

I don't remember exactly which ones, but certain few .txt are necessary, that may be the problem. Check which .txt have their .bin generated by the game. For these ones you normally don't have to put the .txt as well. But for the .txt that don't have the .bin, put the .txt. On totaly another subject...
by Paul Siramy
Sun Dec 09, 2012 8:22 pm
Forum: Multimedia
Topic: need a small help
Replies: 2
Views: 926

Re: need a small help

I suggest to try with that tool, specifically designed to create new enventories : D2Inventory : WYSIWYG inventory.txt editing.
by Paul Siramy
Thu Dec 06, 2012 8:23 am
Forum: Map Editing
Topic: Act 3 Mapping Questions
Replies: 6
Views: 1147

Re: Act 3 Mapping Questions

The Vis and Warp in levels.txt, as you found out, need to reference all the possible warps that DS1 contains, but given the version of the DS1 it is possible that some warps are in fact not there. No problem. It's only a problem when a DS1 has a Vis which is not referenced in levels.txt. Check Makin...
by Paul Siramy
Mon Nov 12, 2012 9:07 pm
Forum: Multimedia
Topic: Diablo 2 Models
Replies: 4
Views: 2194

Re: Diablo 2 Models

Postmortem: Blizzard's Diablo II , by Erich Schaefer, October 25, 2000. Characters and monsters, such as this Vampire, were created in 3D Studio Max. An in-house tool would render the files from many different angles (eight for all monsters, 16 for player characters), and export them in the file fo...
by Paul Siramy
Wed Aug 29, 2012 7:21 am
Forum: Multimedia
Topic: attempting to make bodylocs affect character appearance
Replies: 2
Views: 976

Re: I can mismatch larm/rarm, shoulders, etc, but I can't...

I believe this is hardcoded so, and as your tests are showing, you probably can't change the way how the armor layers are taking their color from the Torso component. Not without dll-editing, that is.
by Paul Siramy
Thu Aug 23, 2012 6:14 pm
Forum: Multimedia
Topic: Making Automaps Transparent
Replies: 4
Views: 1082

Re: Making Automaps Transparent

The original icons are not really transparent, it's just that half of the pixels were deleted on them.
That beeing said, and if I'm remembering correctly, in the game options the user can choose if the automap is to be displayed normaly or with translucency.
by Paul Siramy
Mon Aug 20, 2012 7:45 pm
Forum: Multimedia
Topic: Going to make some skill icons
Replies: 7
Views: 1500

Re: Going to make some skill icons

Follow theses rules : the final image should be in 256 colors mode (8bpp), right before converting it with a Diablo II image converter. the background (transparent) color must be the color index #0 (the color in itself is normally not important, that's the index which is important) never use the col...
by Paul Siramy
Mon Jul 09, 2012 2:39 am
Forum: General Mod Making
Topic: Looking for specific Color Palette
Replies: 6
Views: 1096

Re: Looking for specific Color Palette

Something suspicious : in IndexDC6() you're reading a byte, but then don't increment the pointer to the next byte : The code should probably be : for ( i = 0; i < fh.length; i++) { c = dc6_file[pos + i]; i++; // adding this line should solve the problem if (c == 0x80)

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