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Pyro GXDescentiaPedia Descent3LevelEditing

Revision [1803]

Most recent edit made on 2008-11-09 07:07:29 by WillyPs [added a link to more setting up DALLAS info on the guides forum]

Additions:
First read Papacat's tut. The link for the SDK and the compiler are broken, so download them both in a zip here. There's also an article by Techpro about setting up egcs and another one about some common mistakes on the Guides Forum. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend Script a Switch.


Deletions:
First read Papacat's tut. The link for the SDK and the compiler are broken, so download them both in a zip here. There's also an article by Techpro on the Guides Forum. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend Script a Switch.




Revision [1802]

Edited on 2008-11-09 06:50:21 by WillyPs [added a link to setting up DALLAS info on the guides forum]

Additions:
First read Papacat's tut. The link for the SDK and the compiler are broken, so download them both in a zip here. There's also an article by Techpro on the Guides Forum. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend Script a Switch.
One, is the sound quality is 22,050hz, 8bit, mono, PCM. Unfortunately music converted from 44k usually sounds like crap, especially the finely detailed, high notes like cymbals, triangles, etc... although loud deep bass notes don't fare well, either.
Two, Descent 3 uses regions, and plays clips successively with no cross fading. This means the clips need to be loopable. D3 will play a given set of loops following simple instructions, but if the loops are too long sometimes it will forget to advance to the next region. So, the clips need to be short. I have found that 16 seconds is good. I haven't seen any limit as to how many loops per region, or regions per level.
Schplurg's Game Edit Tutorials
Kyouryuu's Levels.
Robo's D3Edit Tutorials.


Deletions:
First read Papacat's tut. The link for the SDK and the compiler are broken, so download them both in a zip here. There's also an by Techpro http://www.prepare4descent.net/guidesforum/index.php?topic=126.0 on the Guides Forum. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend Script a Switch.
One, is the sound quality is 22,050hz, 8bit, mono, PCM. Unfortunately music converted from 44k
usually sounds like crap, especially the finely detailed, high notes
like cymbals, triangles, etc... although loud deep bass notes don't fare
well, either.
Two, Descent 3 uses regions, and plays clips successively with no cross
fading. This means the clips need to be loopable. D3 will play a given
set of loops following simple instructions, but if the loops are too
long sometimes it will forget to advance to the next region. So, the
clips need to be short. I have found that 16 seconds is good. I haven't
seen any limit as to how many loops per region, or regions per level.
[url=http://www.schplurg.com/gameedit]Schplurg's Game Edit Tutorials[/url]
[url=http://www.planetdescent.com/kyouryuu/tutorials.html]Kyouryuu's Levels.[/url]
[url=http://www.planetdescent.com/d3edit/]Robo's D3Edit Tutorials.[/url]




Revision [1801]

Edited on 2008-11-09 06:36:15 by WillyPs [added link to setting egcs varibles info on the guides forum.]

Additions:
First read Papacat's tut. The link for the SDK and the compiler are broken, so download them both in a zip here. There's also an by Techpro http://www.prepare4descent.net/guidesforum/index.php?topic=126.0 on the Guides Forum. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend Script a Switch.


Deletions:
First read Papacat's tut. The link for the SDK and the compiller are broken, so download them both in a zip here. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend Script a Switch.




Revision [1793]

Edited on 2008-11-01 08:38:57 by WillyPs [Added links to other tutorial sites.]

Additions:
I also highly recommend that you peruse the collections of tuts at the following sites:
[url=http://www.schplurg.com/gameedit]Schplurg's Game Edit Tutorials[/url]
[url=http://www.planetdescent.com/kyouryuu/tutorials.html]Kyouryuu's Levels.[/url]
[url=http://www.planetdescent.com/d3edit/]Robo's D3Edit Tutorials.[/url]
Note: if you came here from the original D3 Level Editing page on Prepare For Descent., be advised that that page may not contain the latest info and corrections. It will not be maintained or updated, and may be removed at some point. Update your links and bookmarks to this page, DescentiaPedia, or Prepare For Descent!


Deletions:
D3 Level Editing page on Prepare For Descent.
Some other DescentiaPedia pages related to D3 Level Editing Editing:
Player0StartOnTerrain... How to get the player to start the level on the terrain.
Extrude0... A technique I use for making recesses in a face... and other things.
CustomDoors... Building your own doors is not hard and can add a very unique touch to your level.
D1D2LevelConvertToD3 ... Converting D1 and D2 levels to D3.




Revision [1791]

Edited on 2008-11-01 06:53:35 by WillyPs [updated: Papacat's DALLAS tut, removed link to gameedit.com, replaced with link to schplurg.com]

Deletions:
UpDateNeeded (broken links... Game Edit is no more :( )




Revision [1790]

Edited on 2008-11-01 06:51:48 by WillyPs [updated: Papacat's DALLAS tut, removed link to gameedit.com, replaced with link to schplurg.com]

Additions:
First read Papacat's tut. The link for the SDK and the compiller are broken, so download them both in a zip here. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend Script a Switch.


Deletions:
First read Papacat's tut. The link for the SDK and the compiller are broken, so download them both in a zip here. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend Script a Switch.




Revision [1787]

Edited on 2008-10-26 06:59:16 by WillyPs [added category 'UpDateNeeded': broken links.]

Additions:
UpDateNeeded (broken links... Game Edit is no more :( )




Revision [1782]

Edited on 2008-10-22 17:54:10 by WillyPs [added Further Development section]

Additions:

Further Development

There are a ton of things to download at Descent3.com, tools, source codes, file specs, etc... If you are hardcore serious about Descent 3 development it a must visit site!




Revision [1746]

Edited on 2008-09-08 18:27:19 by WillyPs [added link to Robo's]

Additions:
There are also some great 'getting started' tuts at Robo's D3Edit Tutorials!




Revision [1744]

Edited on 2008-09-06 09:16:17 by WillyPs [added a link to verify tut.]

Additions:
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. You need to Verify Your Mine. This tut will teach you how to find and repair them.


Deletions:
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.




Revision [1730]

Edited on 2008-07-01 17:51:49 by WillyPs [added section, 'Adding Music and Custom Sound Effects']

Additions:
Adding your music to your Descent 3 level:
See also: CategoryMusicSoundFX


Deletions:
Adding your music in to your Descent 3 level.
see also the category, CategoryMusicSoundFX




Revision [1729]

Edited on 2008-07-01 17:50:12 by WillyPs [added section, 'Adding Music and Custom Sound Effects']

Additions:

Adding Music and Custom Sound Effects

Adding your music in to your Descent 3 level.
There are two issues that need to be addressed:
One, is the sound quality is 22,050hz, 8bit, mono, PCM. Unfortunately music converted from 44k
usually sounds like crap, especially the finely detailed, high notes
like cymbals, triangles, etc... although loud deep bass notes don't fare
well, either.
Two, Descent 3 uses regions, and plays clips successively with no cross
fading. This means the clips need to be loopable. D3 will play a given
set of loops following simple instructions, but if the loops are too
long sometimes it will forget to advance to the next region. So, the
clips need to be short. I have found that 16 seconds is good. I haven't
seen any limit as to how many loops per region, or regions per level.
There is a tutorial at Kyouryuu's Levels.
see also the category, CategoryMusicSoundFX




Revision [1692]

Edited on 2008-06-07 16:22:32 by WillyPs [various minor edits]

Additions:
First read Papacat's tut. The link for the SDK and the compiller are broken, so download them both in a zip here. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend Script a Switch.


Deletions:
First read Papacat's tut. The link for the SDK and the compiller are broken, so download them both in a zip here. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend 'Script a Switch'.
When you have selected textures and or objects, you can save the list(s) as a resource list. Right click in the area where the names are, under the 'Custom' or 'Level' tabs of either the object bar or the texture bar. The list can be used sort of like a Favorites list, and used when building different levels, or when building rooms. Once you have loaded the list, it will open when you open D3Edit. If you have custom textures or objects in the list, you will get an error message that your texture or object is not valid. That's because your customs are not loaded until the level is opened. If you have set up QuickTest properly, they should load and be ready to use.




Revision [1677]

Edited on 2008-06-04 14:26:37 by WillyPs [fixing links... copied page from p4d]

Additions:
Justin Krentz's Pyro Model


Deletions:
Download the D3SDK and Virtual Compiler. Read "Get DALLAS Working" which you can find at GameEdit.net.
Justin Krentz's Pyro Model




Revision [1676]

Edited on 2008-06-04 14:22:29 by WillyPs [moved the page from p4d]

Additions:
Custom Textures


Deletions:
Custom Textures




Revision [1675]

Edited on 2008-06-04 14:21:05 by WillyPs

Additions:

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

Getting DALLAS to work:
First read Papacat's tut. The link for the SDK and the compiller are broken, so download them both in a zip here. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I recommend 'Script a Switch'.
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!


Deletions:
Getting DALLAS to work: First read Papacat's tut. The link for the SDK and the compiller are broken, so download them both in a zip here. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I would recommend my tut, 'Script a Switch'.
QuickTest... A very nice feature built into D3Edit, QuickTest will create and edit your .mn3 file, extract files from other mn3's, create and edit msn files, and uhm, well, no it doesn't make toast, sorry.
ScriptASwitch... Learn the basics of how to get a switch working, also a good primer on using DALLAS.
MakeASphere... Cubes, triangles, octagons are easy, but have you ever tried to make a perfect sphere?
VerifyYourMine... Build a tight, error free level for best gameplay!
CustomTextures... Custom textures help make your creation unique.
CategoryPrepare4Descent




Revision [1660]

The oldest known version of this page was edited on 2008-05-27 19:03:26 by WillyPs [new page: copied from D3Editing, to change the name to a wiki-name.]
Descent 3 Level Editing discussion and category. Tips, tricks, tools, tuts... Note, if you have a file to upload, please e-mail it to WillyP 'at' Prepare4Descent 'dot' net.

The following 20 pages belong to Descent3LevelEditing:

CaveTunnels CommunityLinks CustomDoors
CustomTextures D1D2LevelConvertToD3 D3EditTipOfTheDay
D3Editing D3Music DescentiaPedia
Dxf2Orf Extrude0 IntroMovie
LevelInfo LevelOptimization LevelView
MakeASphere Player0StartOnTerrain QuickTest
ScriptASwitch VerifyYourMine


Getting DALLAS to work: First read Papacat's tut. The link for the SDK and the compiller are broken, so download them both in a zip here. If you are still having trouble, a thread on Planet Descent, 'DALLAS still won't compile' may provide some answers. For your first script, I would recommend my tut, 'Script a Switch'.

When you have selected textures and or objects, you can save the list(s) as a resource list. Right click in the area where the names are, under the 'Custom' or 'Level' tabs of either the object bar or the texture bar. The list can be used sort of like a Favorites list, and used when building different levels, or when building rooms. Once you have loaded the list, it will open when you open D3Edit. If you have custom textures or objects in the list, you will get an error message that your texture or object is not valid. That's because your customs are not loaded until the level is opened. If you have set up QuickTest properly, they should load and be ready to use.

D3 Level Editing page on Prepare For Descent.

Some other DescentiaPedia pages related to D3 Level Editing Editing:
Player0StartOnTerrain... How to get the player to start the level on the terrain.
Extrude0... A technique I use for making recesses in a face... and other things.
CustomDoors... Building your own doors is not hard and can add a very unique touch to your level.
QuickTest... A very nice feature built into D3Edit, QuickTest will create and edit your .mn3 file, extract files from other mn3's, create and edit msn files, and uhm, well, no it doesn't make toast, sorry.
ScriptASwitch... Learn the basics of how to get a switch working, also a good primer on using DALLAS.
MakeASphere... Cubes, triangles, octagons are easy, but have you ever tried to make a perfect sphere?
VerifyYourMine... Build a tight, error free level for best gameplay!
CustomTextures... Custom textures help make your creation unique.
D1D2LevelConvertToD3 ... Converting D1 and D2 levels to D3.

Categories
CategoryPrepare4Descent
CategoryD3
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