Welcome Material Defender!
Descent 3 Level Editing
Designing and creating levels and missions for Descent 3 can be fun and challenging!
You may at times find level editing confusing and discouraging. Don't despair, help is but a few clicks away.
To get started, you will need the latest version of D3Edit. Then explore the tuts listed below. Although new features have been added to D3Edit after many of these tuts have been written, there is a wealth of information available.
Getting Started
Setting up D3 Edit and Quicktest
Quicktest is a powerful tool that is included in the later versions of D3Edit. Learn how to use it and put it to work for you!
The Level
The Level is a great tut to start level building with. Schplurg has done a fantastic job of explaining the basics. I heartily recommend that you follow this tut closely to build your first level.
Verify Your Mine
If you followed Schplurg's tut closely you should have been able to build a mine with few or no errors. But when you start building on your own, errors are hard to avoid. This tut will teach you how to find and repair them.
Advanced Building
Constructing a Cave Style Tunnel
Getting tired of building straight walls? Try a cave!
Make a Sphere
It's easy to make a perfect sphere in D3... Just follow this tut!
Texturing
Custom Textures
Adding unique textures to your level can give it character and help convey the theme.
Scripting
Download the D3SDK and Virtual Compiler. Read "Get DALLAS Working" which you can find at GameEdit.net.
Script a Switch
So, you've built a level and in it you put a switch... but the switch does nothing! You need scripting to make it work. This tut teaches step by step how to do it. Along the way you will learn a lot of other concepts as well, such as HUD messages, animation, playing sounds, user types, and more. It's a great lesson in DALLAS even if you don't need a switch for your level.
Modeling
Create your own objects!
Objects, such as ships, robots and the great array of mechanical contraptions evident in Descent 3 begin life as a poly model. A poly model can be created by using D3Edit, as a room file (*.orf) and converted to an object file (*.oof) with OOFEdit. Another option is to use a 3D modeling program such as 3Dmax. You then need to convert to an OOF with a converter program.
Model Files
Justin Krentz's Pyro Model
This Pyro is in 3ds format. Custom textures in JPG format are included.
There are many more tuts that I linked to on my links page. Let me know if the sites go down and if I can I will host them here. Comments are greatly appreciated!