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.
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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).
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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
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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
File - Open Template
File - Save Template
File - Exit
Options - Advanced
Options - Center on Origin
About - About DBB The main window has three main controls along the top (not the menus). Those three are:
Shape Type Selector 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. |
Shape Types |
There are four shape types to choose from, although two of them are
quite similar.
Tunnel
Ellipse
Helix
Sphere |
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
Length of Cubes
Major (X) Radius
Minor (Y) Radius |
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. |
Helix Attributes |
Two attributes are special to the Helix Shape.
Gap
Total Cubes |
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
Vertical Wiggle
Horizontal Depth
Horizontal Depth |
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. |
Linear Offset |
This special effect can create a variety of unique shapes
when used correctly.
Horizontal
Vertical |
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
Vertical
Vertical Displacement
Slanted Vertical |
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. |
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. |
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. |
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/ |