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Chapter 1 : Creation of the sites. |
In Dakstone there are 2 different graphic sites : The outside and
the dungeons.
In this chapter, you will learn how to create rooms in each place
in order to use the basic functions of questedit.
1 : Create a room
outside.
a.Properties.
In hierarchy mode, place your mouse on the editor window, with
the right click button the popup menu appears then select "Add
Room".
Fill in the properties window with the following parameters.
Key:
Identification key of the room (Necessary)
ex: maison1(House1)
Name: The name of the room. This name
will be the one which appears in Darkstone in the list "places
visited". Click on the name button and enter the
name of the room.
ex: La maison de Boris(Boris' house)
Land: Entrance of the dungeon from the
outside (each land has 2 entrances)
ex: 1 -Ardyl
Level: The location of your room
ex: Outside
The others parameters are not
necessary for this room, we will explain it in part 3 and 4 of
this chapter.
-Click on "OK" to validate.
NOTE: To get the room properties window , double click with the left button of the mouse in the square representing your room or with the right button (which makes the popup menu appear) then select "Properties".
b. 3D edition
After you have entered the properties of your room , a square
zone will appear in the edition window , this is the roomzone.
Click with the right button inside this roomzone then select "Edit".
A 3D view is now visible in the edition window.The camera functions allow you
to move in this 3D view.
Here are the Camera functions:.
Rotation.
Translation
(Movement).
Zoom.
Elevation.
-Click on a Rotation icon, then
in the 3D view, move the mouse with the left button and hold it to rotate the
view.Try the other functions to get used to them.
-Now that you know how to move in this 3D view, let's start to build the room.
For this, we need the Block functions.
-Click on the Draw
icon .
In the 3D view click with the left button to create a 10 by 10
square of grass.(
You can hold the left button to draw faster).
-When it' s done, click on the Style icon . In the
style windows select the block "Decorated wall House"
then validate.
-In the 3D view, click now on a block which will be inside your
grass square and fill it . Remember that you have to leave 2
blocks of grass on each side of the house.
-Now it is necessary to place a door, click on Style icon ,
choose "Open wall house", then validate.
In the 3D view, click on the wall where you want to place your
door.
-Some trees would be welcome. Click on Style
icon ,choose
"Decorated grass", validate and in the
3D view, select a block where you want to put a tree and click on
the same block as many times as you wish to obtain the tree you
want.
-Click again on Style icon , and
choose the block "Sand", validate.
-In the 3D view click on all the blocks around your grass square
to make an automatic transition from the grass to the sand.
-Select the Delete block icon to delete
the full sand blocks that you just created to earn some space.
IMPORTANT
: All the rooms created for the outside must
be surrounded by a transition block or by a full sand block.
All the rooms must always have a square or rectangular
contour.The rooms shouldn't be too big because you won't be able
to insert them in your land or dungeon when you will generate the
levels.
Now that you have built the
outside, exit from the editor 3D view by clicking on
hierarchy icon (in view toolbar). Let's go to the
dungeons.
2 : Create a room in a
dungeon.
a.Properties.
In hierarchy mode, place your mouse on the
editor window, with the right click button the popup menu appears
then select "Add Room".
Fill the properties window with the following parameters.
Key: Identification
key of the room (Necessary)
ex: room1
Name: The name
of the room. This name will be the one which appears in Darkstone
in the list "places visited". Click on
the name button and enter the name of the room.
ex: La salle du tresor(The treasure room)
Land:
Entrance of the dungeon from the outside (each land has 2
entrances)
ex: 1 -Ardyl
Level: The location of
your room.
ex: Inside Level4
Click on "OK"
to validate.
NOTE: The "import" function allows you to use the rooms you have made before. You can access them in the folder :...\Darkstone\data\customQuest\"name of the quest"\"name of the room".CDF.
b. 3D edition.
In the edit window click with the right button inside the
roomzone (blue borders for the dungeons rooms) representing the
new room then select "Edit" for switch
in 3D view.
-Click on "Style"
icon .
In the style windows select the block
"Decorated floor" to draw one 10 by 10 square
.
-Click again on the "Style"
icon .
Choose the block "Decorated wall" and
draw the walls of 4 smalls rooms one on top of another
.
-Click on "Style" icon . Choose
the block "Open wall" and place 5
openings, including one outside
.
This room seems a little empty, let's see how to make it more attractive.
Let's decorate. The decorations are accessible via the Edit icons menu.
-Click on the icon "Add Generic trap" to access
deco objects.
-Choose "EntranceMarker" in the style
window , and place it in the entrance of the room .This
object is important because it indicates where you arrive when
you use the option "places visited" in
the Darkstone game.
-Click on then choose the object "Torch".
Place torches on the wall .These objects "Torch"
are the light source in the game, so it's important to put some
everywhere
.
-Use the icon to rotate the object by 90° by
simply clicking on the yellow square assigned to the object on
the floor.
-Click again on to choose a new object . Select "Door"
and put it in the 5 openings of your room.
-Now we can fill the room with other objects.
-Click on then choose the object you want and put them in the
room.
-Use this icon to delete a object and
to move
it.
The rooms that you have created are sitting areas and used the most , but there are other rooms for special use.They are the dungeon entrances and the personalized levels.
3 : Create a dungeon
entrance.
This place is used to enter a level. You can personalize
it how you want.
a.
Properties.
In hierarchy mode , place your mouse on the
editor window, with the right click button the popup menu appears
then select "Add Room".
Fill the properties window with the following parameters
Key: Identification
key of the room (Necessary)
ex: entree1(entrance1)
Name: The name
of the room. This name will be the one which appears in Darkstone
in the list "places visited". Click on
the name button and enter the name of the room.
ex: Le tombeau (The tomb)
Land: Dungeon entrance from the outside (each land has 2
entrances)
ex: 1 -Ardyl
Level: The location of your room.
ex: Outside : Click on it again for the option
"Entrance".
-Check the option "Entrance" to set your room as
the entrance of the dungeon.
-Click "OK" to validate.
b.3D edition
.
-Click with the right button inside this roomzone "entree1"
then select "Edit"
-Click on Style icon then in the style window
select the "grass" block and draw a 10
by 10 floor.
-Delete the grass blocks with to obtain the following picture :
-Select the block "Water" with the style
icon
and fill the blocks that you have deleted exept for the left top
block.
-Click on the icon (this icon allows you to choose some specific blocks
and to place them manually)
-Choose the block "borne5" then click
on the remaining block.
-Click on and choose the block "sand"
then surround the room with them.(remember the outside room must
be borded by sand blocks.)
-Click on the Add Generic trap icon to have
access to the decoration objects.
-Choose "EntranceMarker" in the window
selection then place it at the entrance of your room
-Now let's see what particularities make this room a dungeon
entrance .
c. Editing
the state machine.
Activate the hierarchy edition mode .Put your
mouse in the edition window, then with the right button, select
"Add Machine".
Choose "stairs" and enter "escaliers1" for "enter new key"
then click to "Next".
Fill the properties window of the state machine with these
following parameters .
3D object: The 3 D object
to use.
ex: ENTRY3
Type of stairs: upstairs or downstairs
ex: Entrance level
Loading sequence: The scene to show when the level is
loading.
ex: Well.
When it's done click on "OK" to
validate.
Move with the frame
of "escaliers1_0" and drag it to the
roomzone "entree1".
Switch to 3D edition of the place "entree1"(right
click in the roomzone then select "Edit")
then move with "escaliers1_0".
Put the high collisions around the dungeon entrance "escaliers1_0".
NOTE: The player and the missiles (fire balls, arrows...) can't pass through these collisions. The low collisions prevent the player from passing but don't stop the missiles.
4 : Create a
perzonalized level.
The personalized level is a dungeon level entirely
created by yourself. No room and not even monsters will be
generated by the computer in this level. You will have to place
the monsters, entrance and exit of the level.
a.
Properties
In hierarchy mode , place your
mouse on the editor window, with the right click button the popup
menu appears then select "Add Room".
Fill the properties window with the
following parameters
Key : Identification key of the
room (Necessary).
ex : custom1
Name : The name of the room.
This name will be the one which appears in Darkstone in the list "places
visited". Click on the name button and enter the name of the room.
ex : Le repair du monstre(The monster lair)
Land : Entrance of the dungeon
from the outside (each land has 2 entrances)
ex : 1 -Ardyl
Level : The location of your
room.
ex : Inside Level 1.
Check the option "level" to define your room as a
personalized level.
Click on "OK" to validate.
b. 3D
Edition.
-Click with
the right button inside this roomzone "entree1" then
select "Edit".
-Click on Style icon then in the
style window select the block "Decorated
floor"and draw a 6 by 6
block floor .
-Click again on icon style then select the block "Decorated
wall".
-Surround this room twice with this block to obtain full walls.
-Delete with the surround blocks to have a transition towards the
dark (specific to the personalized levels).
-Click on "Choose block" and choose
the "a9" block (place for the stairs)
and place it on one of the outside walls.
-Do a rotation of the block with if necessary.
-Click on Add Generic Trap and choose the object "StairDown"
and place it in the "a9" block.
-Click on Add
Generic Trap and choose the object "Torch"
and place them on the walls of your level.
-This level is linked to the
entrance of the dungeon "entree 1"
created before, the stairs must correspond.
c. Edit the
state machine.
In hierarchy mode , place your
mouse on the editor window, with the right click button the popup
menu appears then select "Add machine".
Choose "stairs" and type escaliers2 for "enter new key"
then click "Next".
Fill the state machine properties
window with the following parameters .
3D object: 3D object to
use.
ex: CORDE
Type of stairs :
ex: Exit level
Loading sequence: The sequence to display when the level
is loading.
ex: Well
Click on "OK" to validate.
Move with the frame of "escaliers2_0"
and slide it in the RoomZone of "custom1".
Go to 3D
edition of "custom1" (right click in
its RoomZone then choose "Edit") and
move with "escalier2_0".
Every type of area has been
developed, we are going to proceed with the characters...
Chapter 2 : Creation of the characters.