DO/Modding

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(Overview: Updates. and spiffed up the table a bit)
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= Modifying and Editing Dark Omen =
= Modifying and Editing Dark Omen =
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:''Also see [[DO/PSX|special article for the PSX Dark Omen Version]]''
== Overview ==
== Overview ==
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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.
 
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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
 
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<div style="padding:10px;background-color:#e0e0e0;">'''Dark Omen battle folder principal files'''</div>
 
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{|style="border:1px;padding:10px;background-color:#efefef;"
 
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|'''Filename'''
 
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|'''Description'''
 
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|'''Edit tools'''
 
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|-
 
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|<tt>[[PRJ|B1_01.PRJ]]</tt>
 
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|Battleground layout file.
 
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|[[user:Mikademus]]' CLI Editor (PRJ section).
 
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|- style="background-color:#dddddd;"
 
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|<tt>[[BTB|B1_01.BTB]]</tt>
 
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|Battle zone definitions; f.i. deployment zones and map boundaries.
 
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|[[User:Rob]]'s BTB Editor; CLI Editor (BTB section)
 
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|-
 
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|<tt>[[ARM|B1_01.ARM]]</tt>
 
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|Army definitions. After the first battle, only the opposing side army is used. The players' is overwritten from the save file.
 
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|Both ARM and save files can be edited with Mikademus' (old) WH2EDIT and [[User:Ghabry]]'s new Wh32Edit.
 
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|- style="background-color:#dddddd;"
 
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|<tt>[[SHD|B1_01.SHD]]</tt>
 
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|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 PRJ Text Mode Editor.
 
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|Currently not editable (no real reason to).
 
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|-
 
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|<tt>[[LIT|B1_01.LIT]]</tt>
 
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|Light sources for the map. These are only used fully when running in hardware acceleration, which in turn only works on genuine 3dfx cards under DirectX6 on Windows98, which makes them difficult to test. The data format is cracked, though.
 
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|Currently not editable (low priority, doesn't influence battles)
 
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|- style="background-color:#dddddd;"
 
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|<tt>[[CTL|B101.CTL]]</tt>
 
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|Battle scripts are stored in this file.  This controls events that occur in game.
 
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|Viewable in CLI Editor (CTL section), Rob is making an editor.
 
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|-
 
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|<tt>*[[M3D|.M3D]]</tt>
 
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|All the 3D models used for and on the map in this battle
 
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|Rob's M3D <--> 3DS converter
 
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|- style="background-color:#dddddd;"
 
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|<tt>TEXTURES/*.BMP</tt>
 
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|All the textures used by the M3D models.
 
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|Use any image editor, 8 bit 256 colours only.
 
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|}
 
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== Project overwiew ==
 
{|class="wikitable"
{|class="wikitable"
!Name
!Name
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|}
|}
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== Tools ==
 
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Tools currently being developed and in a more-or-less working state:
 
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{|class="wikitable"
 
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!Name
 
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!Description
 
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!Developer
 
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!Language
 
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!Binary
 
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!Source
 
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|-
 
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|'''[[WH2EDIT]]'''
 
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|The original army file editor, written in 1998 in Borland Pascal by Mikademus. Allows editing virtually every aspect of an army, but is relatively buggy. To be supplanted by Ghabry's forthcoming editor [[WH32EDIT]]. (LINK TO DOWNLOAD AND SOURCE)
 
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|Mikademus
 
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|Pascal
 
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|link
 
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|link
 
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|-
 
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|'''[[PRJ file editor]]'''
 
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|Parser classes for the .PRJ battle layout file format. Current front-end a text mode editor using literal expressions for commands, but the final version will be a 3D map editor. Allows editing most aspects of every existing map. Also includes functionality to view data of .M3D files. Developed in C++ by Mikademus. (LINK TO DOWNLOAD SOURCE)
 
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|Mikademus
 
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|C++
 
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|link
 
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|link
 
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|-
 
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|'''[[BTB file editor]]'''
 
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|Parser and editor for the .BTB battle boundaries and special regions file format. Written in C# by Rob. (LINK TO DOWNLOAD AND SOURCE)
 
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|Rob
 
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|C#
 
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|link
 
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|link
 
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|-
 
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|'''[[DOT file editor]]'''
 
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|A program to modify the path of the dots on the overworld
 
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|Ghabry
 
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|unknown
 
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|link
 
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|link
 
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|-
 
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|'''[[MDose]]''' SPR editor
 
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|The original .SPR sprite file editor. Function-complete but buggy. Written in Delphi in 1998 by Mikademus. To be supplanted by Rob's C# editor. (LINK TO DOWNLOAD AND SOURCE)
 
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|Mikademus
 
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|Delphi
 
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|link
 
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|link
 
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|-
 
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|'''[[RDose]]''' (Rob's SPR editor)
 
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|A newer and improved editor incorporating new information about the .SPR format. Written in C# by Rob. (LINK TO DOWNLOAD AND SOURCE)
 
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|Rob
 
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|C#
 
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|link
 
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|link
 
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|-
 
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|[[Model Converter|.M3D-to-Belnder Model Converter]]
 
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|Tool to import and export DO's .M3D models to the Blender 3D editor.
 
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|Rob
 
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|Blender API (Python with Blender functions)
 
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|link
 
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|link
 
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|}
 
== Data Formats ==
== Data Formats ==
 +
{{transclude|DO/Formats}}
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=== The .PRJ Battle Description File Format ===
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== Tools ==
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Short description
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{{Transclude|DO/Modding/Tools}}
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<WIKILINK TO THE PRJ ARTICLE>
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=== The .BTB Battle Boundaries File Format ===
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Contains information about the mission, such as troop placement, obstacles, accesibility etc.
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[[BTB]]
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=== The .DOT Campaign Map File Format ===
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Short description
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<WIKILINK TO THE DOT ARTICLE>
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=== The .LIT Lighting File Format ===
 
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Contains information about the lighting of the level
 
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[[LIT]]
 
== Lists ==
== Lists ==
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Items and magic item codes used on maps
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* [[DO/Magic Items|Items and magic item codes used on maps]]
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Particle effect codes used on maps
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* [[DO/Particle Effects|Particle effect codes used on maps]]
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Sound effect codes used on maps
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* [[DO/SFX|Sound effect codes used on maps]]
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Graphic effect codes used on maps
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* [[DO/GFX|Graphic effect codes used on maps]]
[[Category:Modifications]]
[[Category:Modifications]]

Current revision as of 12:52, 13 March 2010

Contents

Modifying and Editing Dark Omen

Also see special article for the PSX Dark Omen Version

Overview

Name Description Developer Language Binary Source
WARTBED Code name for a regimental tactical real-time wargame engine, in which Bright Prospects will be implemented. Community C++
Bright Portents Code name for the Dark Omen 3D editor (and possible game engine) project. Well underway and currently capable of loading and rendering an entire Dark Omen level. Not yet publicly available. Community C++


Data Formats

Transcluded from DO/Formats

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.


Tools

Transcluded from DO/Modding/Tools

Tools for editing and modding Dark Omen currently being developed and in a more-or-less working state:

Name Description Developer Language Binary Source
WH2EDIT The original army file editor, written in 1998 in Borland Pascal by Mikademus. Allows editing virtually every aspect of an army, but is relatively buggy. Supplanted by Ghabry's editor (see below). Mikademus Pascal Download -
Wh32Edit The new and shiny army file editor written by Ghabry in WXWidgets/C++ and runs both under Win32 and Linux. Like WH2EDIT allows editing virtually every aspect of an army, but is relatively not buggy :). Ghabry C++ Download Download
CLI Editor All of Dark Omen's data can be accessed and edited through the source base's parser classes. These include a PRJParser, BTBParser, CTLParser, SHDParser and LITParser classes. The Currenty front-end is a CLI (text mode) editor using literal expressions for commands, but the final version will be a 3D map editor (the parser classes are fully independent and decoupled from platform and front end). Allows editing most aspects of every existing map. Also includes functionality to view data of .M3D files. Developed in C++ by Mikademus. Mikademus C++ - -
BTB Editor Parser and editor for the .BTB battle boundaries and special regions file format. Written in C# by Rob. Rob C# Download -
DOT-Editor A program to modify the path of the dots on the overworld Ghabry Java Download Download
MDose SPR Editor The original .SPR sprite file editor. Function-complete but buggy. Written in Delphi in 1998 by Mikademus. To be supplanted by Rob's C# editor. Mikademus Delphi - -
RDose (Rob's SPR editor) A newer and improved editor incorporating new information about the .SPR format. Written in C# by Rob. Rob C# Download -
.M3D-to-Blender Model Converter Tool to import and export DO's .M3D models to the Blender 3D editor. Rob Blender API (Python) Download Download
3D Editor 3D editor for Dark Omen levels. Currently is in alpha state, level viewing only. Mikademus C++ using WARTBED.



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