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Author Topic:   Figuring out ds1 files
Watcher
WarLord

Posts: 196
From: Who cares anyway?
Registered: Oct 2001

posted 20 January 2002 03:27     Click Here to See the Profile for Watcher   Click Here to Email Watcher        Reply w/Quote   
With the help of isilweo's ds1 editor, and my level 99 barbarian KevinMitnick, I've been learning quite a bit about the ds1 files. Here's what I have. Please post if you know more:

The only maps that I've looked at are 0, 1 and 2.
Floor:
Floor is handled by map 2. Prop 1 specifies whether there is a floor or not. A T symbol means there is a floor.
Prop 3 specifies type of floor.
Prop 2 specifies details, like transitions to other floors, the WP, etc.
I'm not sure about Prop 4, but it could have some bearing on the floor type too.

Walls and opbjects:
Map 0, Prop 1 introduces walls. ü means wall. æ means door.
Map 0, Prop 3 specifies the type of wall or object. Notice that 0 seems to be a valid entry here, as long as Prop 1 is nonzero.
Map 0, Prop 2 specifies details. Again, 0 is a valid entry.
Map 1[/], Prop 1 specifies the [b]orientation of the wall or object. This is also where doors are actually created.
A value of 1 means up-down (in the editor).
A value of 2 means left-right.
A value of 8 means up-down, and with a door.
A value of 9 means left-right, and with a door.
I've experimented with this, and I can without trouble generate a door where Map 0, Prop 1 says ü, or generate walls where it says æ.
Notice that if Map 0, Prop 1 is set, the game expects a nonzero value here. If it finds 0, it will crash.
Map 1, Prop 2, 3 and 4 seems unused.

Anyone know any more?

Watcher

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