DO/Formats

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(Other Data Formats: cat)
(Other Data Formats: + audio formats)
 
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|Battle scripts are stored in this file.  This controls events that occur in game.
|Battle scripts are stored in this file.  This controls events that occur in game.
|Viewable in CLI Editor (CTL section) and Rob's specialised [[DO/Modding/Tools/BTB Editor|BTB Editor]].
|Viewable in CLI Editor (CTL section) and Rob's specialised [[DO/Modding/Tools/BTB Editor|BTB Editor]].
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|<tt>[[DO/M3D|*.M3D]]</tt>
|<tt>[[DO/M3D|*.M3D]]</tt>
|All the 3D models used for and on the map in this battle
|All the 3D models used for and on the map in this battle
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|Use any image editor, 8 bit 256 colours only.
|Use any image editor, 8 bit 256 colours only.
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== Other Data Formats ==
== Other Data Formats ==
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|<tt>[[DO/Heads.db|Heads.db]]</tt>
|<tt>[[DO/Heads.db|Heads.db]]</tt>
|Description of the animated 3D heads used in cut-scenes and for regimental leaders during battle.
|Description of the animated 3D heads used in cut-scenes and for regimental leaders during battle.
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|
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|- style="background-color:#dddddd;"
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|<tt>[[DO/DOT|CH*_ALL.DOT]]</tt>
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|The dot-files define where the dots on the overworld are drawn when the Grudgebringers are moving to there next mission. It's maybe also responsible for triggering the different conversations.
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|Ghabry's [http://ghabry.dark-omen.org/dotparser.zip DOT-Parser].
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|-
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|<tt>[[DO/Modding/Audio|Audio files]]</tt>
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|All audio files in Dark Omen can be converter or replaced, but it requires special tools.
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Current revision as of 23:02, 10 April 2010

Dark Omen consists of battles and campaign flow. The campaign flow is not yet understood, though we suspect it is largely hard-coded into the executable itself. The design of battles, however, is almost completely understood.

Battle Data Formats

Each battle is located in its own folder under the gamedata/1pbat path. Using the first battle "B1_01" (Defending the Trading Post) as an example. the principal files are

Dark Omen battle folder principal files
Filename Description Edit tools
B1_01.PRJ Battleground layout file. Mikademus' CLI Editor (PRJ section).
B1_01.BTB Battle zone definitions; f.i. deployment zones and map boundaries. Rob's BTB Editor; CLI Editor (BTB section)
B1_01.ARM Army definitions. After the first battle, only the opposing side army is used. The players' is overwritten from the save file. Both ARM and save files can be edited with Mikademus' (old) WH2EDIT and Ghabry's new Wh32Edit.
B1_01.SHD Contains a heightmap with vegetation. Initially thought to be a shadow map for the terrain, now thought to be either used for path finding costs, or a useless vestigal. You can extract these as .TGA images by the "export shadow" command from the CLI Editor. Currently not editable (no real reason to).
B1_01.LIT Light sources for the map. These are only used fully when running in hardware acceleration, which in turn only works on 3d accelerated cards under DirectX6 on Windows98, which makes them difficult to test. The data format is cracked, though. Currently not editable (low priority, doesn't influence battles).
B101.CTL Battle scripts are stored in this file. This controls events that occur in game. Viewable in CLI Editor (CTL section) and Rob's specialised BTB Editor.
*.M3D All the 3D models used for and on the map in this battle Rob's M3D <--> 3DS converter
TEXTURES/*.BMP All the textures used by the M3D models. Use any image editor, 8 bit 256 colours only.

Other Data Formats

Other Dark Omen file formats
Filename Description Edit tools
Heads.db Description of the animated 3D heads used in cut-scenes and for regimental leaders during battle.
CH*_ALL.DOT The dot-files define where the dots on the overworld are drawn when the Grudgebringers are moving to there next mission. It's maybe also responsible for triggering the different conversations. Ghabry's DOT-Parser.
Audio files All audio files in Dark Omen can be converter or replaced, but it requires special tools.
Personal tools
communication