I discovered today that its possible to add completly new outdoor levels. They will not be linked into the existing outdoor worlds. Instead you can see this outdoor area like a new Moo Moo Farm, canyon of magi, tristram, Arcane Sanctuary, area.
I show first some screenshots and after that i will explain how you can make this.
A entrance to the new outdoor area from a tent
The new outdoor area - The Badlands first screenshot
The new outdoor area - The Badlands second screenshot
How to make a new outdoor area?
I will explain down here what you need to do to add a new outdoor area.
The first file we will look into is Levels.txt
You need to either use the extended level/lvlprest pluggin or replace an existing level. You need also to have a general knowledge about how vis/warp and preset levels works.
SizeX: This is the sizeX of the ds1 file you are using as a new outdoor area.
SizeY: This is the sizeY of the ds1 file you are using as a new outdoor area.
LOSDraw: 0, Line of Sight Draw. Since we are using an outdoor level we set this to 0.
OffsetX: I have used 1500 here, this are still a bit unknown for me how it works. But, it seems to have a relation on how the game is linked together (As Paul mentioned in his World Space post)
OffsetY: I have used 1000 here, this are still a bit unknown for me how it works. But, it seems to have a relation on how the game is linked together (As Paul mentioned in his World Space post)
IsInside: 0, since we are going to make a new outdoor area.
DrlgType: 2, we are making a preset outdoor area. Since the current knowledge doesn't make it possible to add a mazegenerated outdoor area.
LevelType: 2, i'm using the same leveltype as wilderness areas are using.
SubType: -1, i didn't use this in the example above. Also, since we are using a preset area we don't need this.
SubTheme: -1, i didn't use this in the example above. Also, since we are using a preset area we don't need this.
SubWaypoint: -1, i didn't use this in the example above. Also, since we are using a preset area we don't need this.
SubShrine: -1, i didn't use this in the example above. Also, since we are using a preset area we don't need this.
vis/warp: Add a correct vis/warp. You need to have knowledge how to make new preset levels with Paul's Win ds1 editor
and add a correct vis/warp. If you don't have that you will probably not be able to make a new outdoor area.
Intensity: 0, we set this to zero since if you want full use of day/night cycle.
Red: 0, we set this to zero since if you want full use of day/night cycle.
Green: 0, we set this to zero since if you want full use of day/night cycle.
Blue: 0, we set this to zero since if you want full use of day/night cycle.
A final word of levels.txt, rember to add a correct vis/warp to be able to use this new outdoor level.
Now we are done with Levels.txt save and close it.
next, open lvlprest.txt.
In here we will either use an unused row (id = 102 is unused) or use the extended levels/lvlprest pluggin.
First, make a copy of the row with id = 103.
Add this to your row, either at the unsued id 102 or at end of the file. In here change LevelId to the id you are using in your levels.txt.
Outdoors: 1, set this to 1 to have use for the day/night system.
File1: Add the path to your new preset outdoor level.
Now we are done in this file, save and close it.
We have one last thing to do. We want a name to this new outdoor area.
Open up your string table.
Add the following rows.
LevelName:
String Entry: A string name of your choice, as example The Badlands
String: A string of your choice, The Badlands. This is what will be shown in the area when you have used tab to see area name/version e.tc.
LevelWarp:
String Entry: A string name of your choice, as example To The Badlands.
String: A string of your choice, To The Badlands. This is what will be shown in when you hold your pointer over the entrance.
So, now you can hopefully make your own outdoor areas.