How the game (and my ds1edit) use dt1
First, there's the
Data\Global\Excel\LvlTypes.txt, which is a table of dt1. Each line is for a
theme of dt1 (like "act3 tombs", or "arcane sanctuary", or "act1 town", "duriel", etc...). Each one of this list can have up to 32 dt1, NO MORE. There are very few lines in this file.
Now, here's come the problem : not ALL the dt1 of a list are necessary for a ds1. In other words, the game filter this list. It use a bitfield, but in the .txt it's not a string like "010111110101", but a decimal number, like 1525, remember that ! In the
Data\Global\Excel\LvlPrest.txt, changing the
Dt1Mask value change the dt1 that will be take from the list. Adding a dt1 to the list is not enough, you have to change the mask too, in order to take your specific dt1.
Say each file have a value, the final dt1mask is the sum of these values. Formula : File N = 2^(N-1)
- File 1 = 1
- File 2 = 2
- File 3 = 4
- File 4 = 8
- File 5 = 16
- File 6 = 32
- File 7 = 64
- ...
- File 30 = 536,870,912
- File 31 = 1,073,741,824
- File 32 = 2,147,483,648
You want to use the dt1 in columns 'File 1', 'File 3' & 'File 5' (and none of the others) then your dt1mask will be 1 + 4 + 16 = 21.
Now, if you want to add tiles in your map, many way (but it seems there's problems when trying to add act5 dt1 for now).
* if the tiles already exists in the game, you'll usually add some dt1 in the
Data\Global\Excel\LvlTypes.txt, then you change the Dt1Mask value in the
Data\Global\Excel\LvlPrest.txt. Now, the ds1edit will load another dt1 before displaying the map, and you'll see your tiles if you right click.
* if they're not exists, you have to make a new dt1 (and then like above, add them to the 2 .txt ), or change some existings dt1. Changing dt1 (or adding tiles to it) save you from changing the .txt files.