Descent Block Builder 2.1

Descent Block Builder 2.1

Guide and Instructions

Introduction

Thanks for downloading Descent Block Builder 2.1. This file will help you learn how to effectively use DBB 2.1 to create unique structures for Descent 1 and 2.

What is DBB 2.1?

Descent Block Builder 2.1 (DBB 2.1) is an expansion of the original Descent Block Builder. DBB 2.1 builds sections of custom levels for use in Descent 1 and 2. There are a few basic shapes which can be created and modified with a variety of parameters to create level structures which would otherwise be very difficult and time consuming to create.

DBB 2.1 writes the structures in the Block file format (.BLK), which can be imported into either of the two main level editors for Descent (Devil 2.2l and DMB1/2).

Help Index

Browse the links below to jump to a subject of interest. For individual data fields, click on the link for the group of fields that it is in.

Menus and General Layout
Shape Types
Basic Attributes
Sphere Attributes
Helix Attributes
Tunnel Attributes
Cube Scaling
Linear Offset
Squared Curve Offset
Cross Section Editor
3-D Preview
Hints and Tips
Background Information

Menus and General Layout

There are three small menus at the top of the main window. The first is File, which contains Save and Exit. The second is Options, which holds the Advanced. Finally, there is About, which contains About DBB.

File - Save Block
Saves the block file through another window. Checks to see if it's ok to overwrite.

File - Open Template
Opens a block template file (.BKT) to load previously used values in DBB 2.1.

File - Save Template
Saves a block template file (.BKT) that can be loaded back into DBB 2.1 at a later time. Useful when a lot of fields are changed.

File - Exit
Exits the program. Does not check to see if a block has been saved or not.

Options - Advanced
Enables the advanced controls for each shape (note that Sphere has no advanced controls). When unchecked again, the fields are disabled, but not reset. Rechoose a Shape Type to reset all fields.

Options - Center on Origin
Selected by default, this causes ellipses and helixes to circle around the origin. When not selected, the first cube starts at the origin.

About - About DBB
Displays a small window containing a bit of information about DBB 2.1.

The main window has three main controls along the top (not the menus). Those three are:

Shape Type Selector
Edit Sections Button
3-D Preview/Apply Button

Below the three main controls are the six boxes containing 20 various controls for morphing and changing the block structures, although not all are shown for each Shape Type. Only fields that are relevant to each type will be shown.

Back to the Help Index

Shape Types

There are four shape types to choose from, although two of them are quite similar.

Tunnel
A straight stretch of cubes based on the custom cross sections.

Ellipse
A possibly stretched circle with two axis radii based on the custom cross sections.

Helix
Similar to the Ellipse Shape, but uses two more fields to create a spiraling effect.

Sphere
Creates a layering of cubes to form a spherical shape.

Back to the Help Index

Basic Attributes

The basic attributes contain attributes which are simple to use and easy to understand. Get to used to using these controls before attempting to master move advanced controls.

Number of Cubes
In general, determines the number of cross sections that are used in the construction of the structure. More cubes will produce a smoother output with shorter cubes, but will too many cubes will slow down Descent, so balance is necessary. For spheres, the number of cubes is more of a layer count. You can have up to 4 layers in a sphere.

Length of Cubes
Only used in tunnels, this controls the length of each individual section (rather than the total length of the tunnel).

Major (X) Radius
Determines the length of the major radius for creating an ellipse shape (or helix). When this value is changed, it also affects the Minor Radius as well.

Minor (Y) Radius
Determines the length of the minor radius for creating ellipses and helixes.

Back to the Help Index

Sphere Attributes

These attributes affect the size of the sphere. No individual explanation is necessary. Each attribute stretches the cube to the input radius along one of the axii. When entering data into the X Radius, the Y and Z will also change accordingly.

Back to the Help Index

Helix Attributes

Two attributes are special to the Helix Shape.

Gap
Determines the vertical spacing between the center of each rotation of the shape.

Total Cubes
Determines how many total cubes (actually sections) that will be used in the construction of the Helix shape.

Back to the Help Index

Tunnel Attributes

These attributes cause the tunnel shape to curve back and forth (essentially wiggling). Note that horizontal and vertical depth both affect both types of wiggles. Experimentation yields more info than these explanations.

Horizontal Wiggle
A value between 0 and 4, it determines how many times the curve will wiggle horizontally.

Vertical Wiggle
A value between 0 and 4, it determines how many times the curve will wiggle vertically.

Horizontal Depth
Determines how deep the wiggles are (affects both Wiggle types, but in different ways).

Horizontal Depth
Determines how deep the wiggles are (affects both Wiggle types, but in different ways).

Back to the Help Index

Cube Scaling

Each of these fields modify the scaling of the cube at certain points in the block shape. Start refers to the X-axis in ellipses and helixes and refers to the start of the tunnel. End refers to the Z-axis in ellipses and helixes and refers to the end of tunnel shapes.

Back to the Help Index

Linear Offset

This special effect can create a variety of unique shapes when used correctly.

Horizontal
Skews the shape in the X-direction to create horizontally slanted or sloped shapes.

Vertical
Skews the shape in the Y-direction to create vertically slanted or sloped shapes. Note that ellipses/helixes slope so that all cubes are still properly oriented.

Back to the Help Index

Squared Curve Offset

Another effect which causes the shape to be morphed in unique and useful ways. Creates a squared curvature along the Z-axis.

Horizontal
Curves the shape within the X-direction.

Vertical
Curves the shape within the Y-direction.

Vertical Displacement
Shifts the center of the curvature so that slopes for ellipses/helixes can begin at one end rather than the center.

Slanted Vertical
Another ellipse/helix only control. When checked all coordinates are slanted and cubes will be slanted on the z-axis. When not selected, all cubes are (relatively) aligned.

Back to the Help Index

Cross Section Editor

The cross section editor allows you to create template shapes for most of the shape types. These cross sections are used in the creation of tunnels, ellipses, and helixes.

The editor starts with one basic shape already created. To change the shape, select and drag the points around. The program does not check for reversed or non-convex shapes, so be sure not to cross any lines.

When inserting new cubes, be sure to connect the cubes by aligning the points or your creation will end up with two seperate tunnels or corridors (although this may be your intention). There is a limit of 10 cubes, and you must have at least 1. To change the grid-snap size, simply click on the button with the grid readout. There is also now a Mirror button which inserts a mirror image across the Y-axis of the current section.

Back to the Help Index

3-D Preview

When you want to get a view of what the output will be, select the Preview/Apply. This will bring up a small wireframe preview of your current block file. Use the buttons to view and navigate around the 3-d model. You can also leave the view opened and press the View/Apply button when you want to view your most recent changes.

Back to the Help Index

Hints and Tips

With the added features, new amazing shapes are now possible. Start out with the simple controls and understand those before attempting to utilize the advanced controls. Also remember that sometimes simpler is better. After all, if you need 60 cubes to make a structure look good, it's going to be really slow, so try reducing the cubes/complexity.

For great examples of what can be accomplished with DBB 2.1, look no further than Dan Wentz's levels. Darkside is the only level to effectively use DBB's sphere shape. If you create a sphere, don't leave the entire thing intact. Cut out sections and make even more interesting shapes.

Wentz's Abyss is a great example of simplicity equaling beauty. Three identical and inventive circles built with DBB create a wonderful atmosphere for fast multiplayer games.

Finally, there is Stadium III. Although not designed with DBB, the main corridor is now possible with the Vertical Linear Offset field.

This leads into another great tip. When creating structures, you might want to create more cubes than you want, then delete the extras in another editor and join the remaining cubes to create a staggering of cubes where some are larger than others (again see Stadium III's main structure).

Another example of what is now possible comes in the form of Luke Schneider's Elemental Insanity. This level set also demonstrates what strange sides can do to your structures, so be careful.

Above all, experiment. Some very funky and strange shapes are possible. Just plug in some numbers and hit View/Apply until you're satisfied.

Back to the Help Index

Background Information

The original DBB was written by Bryan Aamot (brainware@iname.com) in January 1997 in a couple nights using Visual Basic 3. It was released with little fanfare, but some diehard level fanatics used it to design quality circular and spherical structures.

Additional modifications have been performed by Luke Schneider (last@uci.edu) using Visual Basic 4 in August and September of 1997 with permission and much assistance from Bryan Aamot.

Heiko Herrmann converted/compiled the code in 16-bit form so that all Windows users can now use DBB 2.1. Also thanks to Dan Wentz for the suggestions that made DBB 2.1 even more user friendly.

Hope you enjoy the program. Mail all bugs to Luke Schneider (last@uci.edu). Visit our homepages as well:

Bryan Aamot: http://www.brainware.net/
Luke Schneider: http://www.ics.uci.edu/~lschneid/
Heiko Herrmann: http://www.descent2.com/