Hi, my name is Luke a.k.a. (Red, or
Red Warrior,) and I'm a Populous Player. Now, there's plenty of sites
out there that talk about
strategies,
cheats,
CD cracks, have
Funny Picture
Collections, player galleries,
launchers,
tips, and
tricks for this game, so
I'm not going to waste my time taking about that stuff. Instead, I'm
going to explain how to make levels in Hex. I am part of the
MOD World's
Team founded by
Khickman, and we'd like to have more members join us in making MOD
Worlds for the average players to enjoy. I used to explain this in IM
conversations, but there's too many people that want to know how now so I'm
going to explain it below instead. Now I found out recently that
people are making Map Editors for this game, so I originally decided not to
do this, but recent activities have gotten me motivated again. So,
here we go. The first thing your going to need
is a hex editor. If you never heard of or used a hex editor before, I
suggest that you download this one (Hex
Workshop) cause it's the one that I use, and it
will be easier for me to explain things to you if were both using the same
thing. Another thing your going to need is time, patience, and the
ability to stare at a white screen with a bunch of numbers and letters on it
for awhile. OK, now that you have everything
you need, lets get started. The files we're going to be working with
are the levl2???.dat files located in C:\Program
Files\Bullfrog\Populous\levels folder. These files contain all
of the land and object data for all of the levels of populous. Open
C:\Program
Files\Bullfrog\Populous\levels\levl2001.dat in the hex editor. This is
level 1. Before I go any further, let me explain a couple of basic
things on the screen.
After opening lever 1, it should look like this: (Study the picture
below).
This file, and all of the other level files are broken into
four parts... Well two parts that are important to us: Land
Data: The top section (Valves 0 - 7FFE) contains all of the land data.
The Hex alphabet is
(0-9, A-F) with 0 being the least, and F being the most (F for Full).
So, the valves 0000 = one square of water, and the valves FFFF = one square of
the highest possible land mass. However,
when
land goes up that high, the people of populous cant walk on top of it so the
highest you can actually go is
8005. The first
valve is the fine adjustment of the land height, and the second valve is the
course adjustment of the land height. (Remember that 2 digits = one
valve.)
A total of 100 chronological valves
will get you all the way around the world on the x axis starting from the y
axis, and going to the right of it (see picture below).
So if
you want to make a 7 x 2 chunk of land on level one starting at (0, 0)
at the highest possible height (8005), This is what it would look like...
and this is what you'd do in the hex editor to make it.
(Note
- any editing you do in the hex editor, is going to be replacing what's
already there. Likewise, the file should always be 192137 bytes.
If its bigger or less then that amount, then u probably screwed up
somewhere. (coping and pasting usually)
OK, I think I've gave you the basics on making land.
If you have any questions or comments on this part, you can
AIM or
E-mail me.
Just play around with it a bit, and you'll get the feel of it. You'll
notice that when making land, there will be major patterns occurring in the
hex view, especially if your landmasses are giant squares, or other
geometrical shapes. Object Data:
The bottom section of
this file (Valves
14043 - End) contains
all of the object data data such as trees, people and stone heads. To
quickly get down to the object's part of the file, go up to the "Edit" menu,
and click "Goto..." Then type in 14043 and make sure "From
Position:
Beginning of File" is selected. OK, you should now be sitting at a
part of the file that looks like
this: Every
object consists of 37 valves as you can see in the diagram. The
object I have selected is the large hut for the Dakini on level one.
Now I'm going to break
down those 37 valves and tell you what their functions are below: The 02 valve circled above controls
the type of object. (For example men (01), or huts (02), or trees (05)).
Other notes about object editing: If you try to add the Yellow and Green tribes and their
buildings to level 1, or any other level that only has the Blue and Red
tribes on it, they won't show up. This is because in the levl2001.hdr
file, the level is classified as a two player level, and deletes all the
other tribe information in the level generation process. So to fix
this problem, just use an hdr file that came from a different level
containing all four tribes on it or at least the green tribe. You can
then change the "atmosphere" of the level later with
Ted's Spell
Editor. If you choose to make two or more shamans for the same tribe
on your map, the shaman that comes first in the hex code is the one that
will be dominate, and will have the power to cast spells. Wherever she
is located is where all of the other shamans for that tribe will be
reincarnated, and she will also be the only one that will make a
reincarnation site. Also, only the dominate shaman can be placed in a
prison. The other shamans will just simply walk out upon game start. For more information on object editing,
Chick Here
to check out Wargle's Site. Red Warrior
Also, as I stated before, if there's anything that don't
make since to you, just ask
me, and if there's anything that I just totally screwed up on, just
tell me so I can fix it, cause I
did this late at night so it's bound to have some mistakes in it. Questions? Comments? leave them in the
Guestbook or
AIM (RedWarrior09), or
Email (red@luke.kicks-ass.net)
me. |