How to get the player 0 start on the terrain
Descent 3 level editing tutorial
Make a simple room, a small cube will do. It must be used as the first room in a new level. All faces need to be 'rainbow' texture, it shows in the browser as some colors with 'Outrage Test' on it. Now, mark all faces and, in world view, select 'Link Marked to External Room', and viola, your room vanishes! It is still there, in fact you now have two rooms, one external and one internal. 'Verify' will throw this as an error, telling you that you have a duplicated room, but that's okay. If you move the player start, it must stay in the internal room. You can move the internal room by deleting the external room, moving the internal room, and recreating the external room.
I would not make a platform and link an external room to it, it could be problematic. I would make the platform separately, and 'hover' an invisible, external room slightly above it. Outdoor areas are handled completely different from the indoor areas. Two different engines linked through an external room. To make that transition smooth, 'Link to external Room' seems to work the best, even when it is applied to just one face. Try playing D3 on an older machine with motherboard video and you really see the difference. In particular with doors, you can't just leave off a face and mark the door room as external.
There is some additional information in this discussion:
http://www.descentforum.de/forum/viewtopic.php?t=4291∞
Google translated the page for me:
http://translate.google.com/translate?u=http%3A%2F%2Fwww.descentforum.de%2Fforum%2Fviewtopic.php%3Ft%3D4291&hl=en&ie=UTF-8&sl=de&tl=en∞
Category:
Descent3LevelEditing
There are no comments on this page. [Add comment]