TEXTURESHow can I stretch textures?
In Descent2, which textures scroll, in what direction, and how fast?
How does the F6 (copy textures) work?
How do blinking lights work?
How do I custom texture a wall of one cube without affecting every other cube that uses the same texture.
COMPATABILITYWhy can't Devil load DMB2 levels
Does HAMM or DStudio work with levels created in DMB?
What is the latest version of DMB2?
Is there any way to customize the short cut keys?
WALLS AND TRIGGERSHow do I make a Cloaked wall with a switch?
What is the strength value below triggers in the trigger edit box?
I have a blow switch but I don't want the texture2 to be a box. Does it have to be a blowable texture2 for the switch to work?
Can I make a Force Field (wall) that closes auto after being opened like a door?
Why does DMB allow you to enter a negative number for shield strength?
VIEWWhy does DMB2 rotate the view differently than DMB1?
How do you select the "other" cube?
SHAPESHow can I create a shpere?
How do you use the Curve Generator?
How do I join cubes?
Can the coordinates of points be edited?
How does the curve generator work?
FILESDoes DMB2 always save the HOG as a v1.2 file? Can v1.0/1 of D2 read DMB2 files? Will older versions just ignore the new features / functionality? Or does it cause a crash?
DMB2 Error: "Pig file specified in File/Preferences is not valid!"
How do I create a multi-level mission?
Error: "Saves disabled, contact Bryan Aamot for your security number"
Why can't I save files in a directory which has an extension?
How do I create a HOG and a mission file?
Does it allow you to edit or insert new music? How about Mission briefings or exit sequences?
Why doesn't my level appear in the menu when I start a new mission?
What is the dmb_temp.rdl file?
Which PIG file should I use?
OBJECTSHow do you keep hostages from looking like they are floating??
Can I add Vertigo robots to a level? Why don't their names show up?
How do you make a robot maker spawn?
Does DMB2 allow you to change the shape of a robot?
GENERALIs there any plans for a Mac version of DMB2?
What did you program DMB2 in?
How long did it take?
How did Interplay pick you to make it?
Was it hard to write all the code, or was the code fairly simple???
Is there a way to get my hands on the programming language you used???
Are there any plans to come out with a book on the Mission Builder?
How can I stretch textures?DMB2 allows you to move points, lines or sides in the Align Dialog. While this is not obvious, it is a powerful option. Let's say you want to stretch the arw01 texture (the one with the moving red arrow) so that it fills up the whole wall. Just open the Align dialog and select "line" mode on the main window's menu bar. Then use the arrow keys to move the "green" line toward the arrow. Do the same for the other side until you have a skinny rectangle which only shows the red arrow part of the texture.
In Descent2, which textures scroll, in what direction, and how fast?To make a texture scroll, you have to use one of the following textures as texture1. For Cube Textures:
Texture Direction Speed water01-1 left slow water01-2 left med water04 down fast lava03-2 down slow lava03-3 down med lava04 down fast
For Wall Textures:
Texture Direction Speed misc100 down/left slow lava05 down fast misc099 down/left slow misc101 down/right slow water05 down fast
Why can't Devil load DMB2 levelsAn RL2 file for Descent2 has a version. Version 6 was the first version. Version 7 added blinking lights. Version 8 is for Vertigo Levels. DMB2 saves RL2 files as version 7 which is backwards compatible with version 6. At the current date (12/30/96), Devil only loads version 6 RL2 files.
To change an RL2 file from version 7 to version 6, use the RL2DOWN.EXE DOS utility which can be found at:
When levels are converted, all blinking light data will be lost.
How do I make a Cloaked wall with a switch?1) Select a side where you want the wall to go (between two cubes)
2) Choose "Insert/Door/Normal" from the menu
3) Press the space bar to select the "other cube"
4) Select a side of a cube to add a panel switch
5) Choose "Insert/Trigger/Control Panel" from the menu
6) Press space bar again to choose the door
7) Choose "Tools/Wall Edit" from the menu
8) Select "Cloaked" using the "Type" list box
9) Enter the percentage for "Cloak"
10) Select the other side of the door and repeat step #8 and #9
11) Select "Tools/Trigger Edit" and select the new trigger number from the pull-down list
12) Change the "Descent 2 Type" to "open wall" (instead of "unlock door" default)
Why does DMB2 rotate the view differently than DMB1?DMB1 only has 2 pair of rotation buttons. So, I made one pair rotate along the vertical screen axis and the other rotate around the X axis of the level. It seemed to work even though it was not very accurate.
DMB2 has 3 pair of rotation buttons which rotate around the screen horizontal axis, vertical axis and center point. DMB2 does it the "correct way" but DMB1 is slightly easier to use.
Another feature of the DMB2 rotations is the ability to rotate using the mouse. Hold down the Ctrl key and the Shift key, then move the mouse. This does the same as the first two pair of rotation buttons. If you want to spin, then use the mouse to make a circle in the direction you want to spin. When you complete the circle, the screen will have rotated relative to the center point of the screen. It takes a bit of getting use to but it saves you from having to click on buttons.
How can I create a sphere?First you need to learn how to use the "current" cube and the "other" cube. Press space bar to alternate between these two. Select the two sides you want to join. Then, use "Ctrl-S" to join sides. If the sides are close together, then the current side will move to the "other" side. If they are far apart, then a new cube will be inserted for you.
Trapezoidal shapes make nice rings (see the tutorial). If they don't join when you complete the circle, then join the 1st and last cubes together as described above.
Spheres are hard to make. The easiest way to make them in DMB is by using the "Mirror" option when inserting cubes. Start out with a trapezoidal shape cube, then mirror it until it loops back to itself. Then mark the cubes and cut & paste a few of them together. After that, you can join them together.
How do you use the Curve Generator?The curve generator uses both selection cubes. The "current" cube and the "other" cube are used to tell the curve generator which two sides to connect together. The "current point" of these cubes will be connected.
Start out by making an U-shape tunnel and connect the ends of the U to make a rectangle. Read the directions on the screen after you start the curve generator.
Another useful trick is to insert a 1 cube on each of the two cubes *before* you start the curve generator. It makes it easier to bend the curve without bending the original cubes.
What is the latest version of DMB2?v2.1b (as of 12/30/96).This is the same version that is on the CD. The 'b' does not stand for "beta", it is just the minor revision.
DoesHAMM or DStudio work with levels created in DMB?Yes. In fact, if you planon making missions with more than one level, they you will need to use one of these HOG managers.
DoesDMB2 always save the HOG as a v1.2 file? Can v1.0/1 of D2 read DMB2 files? Will older versions just ignore the new features / functionality? Or does it cause a crash?DMB2 saves files as follows:
Version Version Read Written D2 v1.0 D2 v1.1 D2 v1.1 D2 v1.1 D2 v1.2 D2 v1.2
(Note: All Descent 1 files are the same revision).
New files are created asD2 v1.1.
From the info above, you can see that the only way to create a D2 v1.2 level is by starting with a D2 v1.2 level. DMB2 does not "promote" D2 v1.1 to D2 v1.2.
Descent 2 File Version Version What happens
(Note: Abort means that the program will exit to a DOS prompt, not crash).
If you create a v1.2 mission file (see the vertigo mission file for details) and you try to load a < v1.2 level or you don't have the new vertigo HOG file, then Descent2 v1.2 will crash.
DMB2 also creates two new files which it stores in the HOG file. These are HXM and POG files. These files are ignored by Descent2 v1.0 and v1.1 and the level plays just fine (except the textures and robot attributes are not changed).
DMB2Error: "Pig file specified in File/Preferences is not valid!"Use the BROWSE button in the File/Preferences dialog to select a PIG file. Make sure it include the full name and path (not just the name or just the path). DMB1does this differently. DMB1 only requires the path. But since Descent2can have multiple pigs, then both the path and file name must be included.
What is the strength value below triggers in the trigger edit box?This is used for shield and energy drains. It think it also sets how "strong" a blastable wall is.
I have a blow switch but I don't want the texture2 to be a box. Does it have to be a blowable texture2 for the switch to work?I don't believe so. Once you have a blow switch that works, try changing the texture2 to a "-light" type of texture and see if it still works.
CanI make a Force Field (wall) that closes auto after being opened like a door?Hmmm. Good question. You might try this. Make an auto door, then change the texture1 and/or texture2to Force Field. You should see a force field when you start the game. Then after you shoot it, it will turn into a door as it opens, then it will close as a door. I know this is not quite what you were looking for, butits the closest thing I can think of.
How do I create a multi-level mission?You can either make multiple hog files and then edit the mn2 file so it lists all the levels. Or, you make a single hog file by using one of the following hog managers.
Error: "Saves disabled, contact Bryan Aamot for your security number"This is caused by pressing the Esc key when the About dialog comes up on the screen. This skips the part of the software which enables saves.
Is there any to customize the short cut keys?DMB2 is a Windows program and like most Windows programs, the accelerator keys (also called shortcut keys) are stored in resource file which is compiled into the program. There is no standard way to make these keys user definable.
How do you keep hostages from looking like they are floating??Just move them down toward the floor.
What did you program DMB2 in?Borland C++ version 4.1.Actually, I started with Turbo C 2.0 for DOS, then went to Turbo C++ 3.1 for Windows. I switched to Borland C++ 4.1 after I was about20% into DMB2.
How lond did it take?DMB took about 1000 hours,DMB2 took an additional 1000 hours. This includes the program, help file, readme file, installation script, and the tutorial.
How did Interplay pick you to make it?They did not pick me --I picked them. It took me 3 months to set up a demo with them, then another3 months for them to reply to me, then another 6 months to sign the contract. By that time DMB was 90% complete.
Was it hard to write all the code, or was the code fairly simple???The texture mapping stuff was tricky and learning all the particulars about how Descent uses the data. Other than that, it was fairly straight forward.
Is there a way to get my hands on the programming language you used???Borlands tools are all I used. I wrote all the 3d and texture mapping stuff myself. I had to get out my math books from College and buy a book called "Digital Warping Techniques" to make these things happen.
Are there any plans to come out with a book on the Mission Builder?Not at this time.
How do I join cubes?To join cubes, you need to use both the "current" cube and the "other" cube. You can switch between these two cubes by pressing the space bar. You need to select the side on each of these cubes that you want to join together. Make sure they are not to far apart. A good distance is about 1 cube away.
Can I add Vertigo robots to a level? Why don't their names show up?DMB2 does not allow you to insert any of the new Vertigo Series robots and there is no plan for a patch at this time.
There were a number of reasons why DMB2 does not allow you to insert a Vertigo Series robot:
1) The Vertigo Series was released at the same time as DMB2. In fact, the same beta testing team at Interplay tested both. This nearly prevented me from adding any support for these new robots because they were not finished when I needed to finalize the software.
2) There were some technical problems with supporting the new robots. The RL2 file format and the MN2 file format for the Vertigo Series was changed to let the game know it needed to load the extra robots. This created some compatibility problems with version 1.1 of Descent2. There also had to be a way to prevent the vertigo level from appearing on the menu if you ran anv1.0 or v1.1 of D2. This would cause confusion to anyone who tried to play a v1.2 RL2 file with v1.1 of Descent 2.
3) The Vertigo Series is really just an extension of Descent 2. It adds new robots and a new multiplayer mode. The Vertigo Series files are copyright material and should not be distributed. But, if the Mission Builder allowed you to insert new robots, then it would encourage people to distribute the Vertigo files. On the other hand, it might also encourage people to go out and buy the Vertigo Series.
After all these discussion swere thrown around for about two weeks, the decision was made not to support the new robots in DMB2. This gave me the time I needed to fix up all the other little bugs in DMB2 which I could not have done.
Can the coordinates of points be edited?No.
Why does DMB allow you to enter a negative number for shield strength?For Descent1 levels only: If you put a negative Strength for shield draining or energy draining triggers, your shield/energy will increase. You can actually increase your shield/energy levelbeyond 200 which some people think is a bug.
Why can't I save files in a directory which has an extension?This is a minor bug with DMB. DMB2 corrected this problem.
How does the F6 (copy textures) work?It takes each of the six sides on the "current" cube and replaced their textures with that of the "other" cube. If the "other" cube does not have a texture on a particular side, then the "current" cube's side is not changes.