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Descent 3 -
Descent 3 construction
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Written by Thomas
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Friday, 03 October 2008 17:41 |
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A very interesting effect in Descent 3 levels is when glass breaks. There are several glass textures with different patterns. The easiest and quickest way to make the player break a window is most likeley by using a texture called 'PlainPlate02x'. It can be found about 3 pages down within the light textures. Note that it doesn't look like glass at all. Instead, it looks like grey-brown dirty drain water. Find a plain red light texture. PlainPlate02x is just a few textures further, next to a silver-grey one. The texture needs to be applied to a portal. It's a bit difficult and annoying to select portals in the room view, hence it might be better to select the portal in the world view and then switch to the room view. Choose PlainPlate02x and apply it as the portal texture by selecting it and then "To Current".
Unfortunately, this alone does not make it visible and breakable in the game. Portal textures are invisible in the game by default because they are treated as "Forcefields". It is therefore required to switch the forcefield on at some point, preferably at level start. In Dallas, insert the action "ENABLE forcefield at portal p in room r; Double-sided = TRUE". Note that if "Double-sided" is set to TRUE both sides of the portal will need to be textured unless you're happy with the standard leaves, which are not breakable but fly-through. If "Double-sided" is FALSE then one side of the portal is entirely open. That's it. No other action is required to enhance a level with some nice glass splinters when the window breaks.
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Last Updated on Tuesday, 04 August 2009 21:47 |
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