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:
Deletions:
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]
Edited on
2008-11-09 06:36:15 by WillyPs
[added link to setting egcs varibles info on the guides forum.]
Additions:
Deletions:
Additions:
Deletions:
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:
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:
Deletions:
Additions:
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!
Additions:
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.
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:
Deletions:
Adding your music in to your Descent 3 level.
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∞.
Additions:
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.
Additions:
Deletions:
Additions:
Deletions:
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
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:
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