Upcoming Events
Unite 2010
11/10 - 11/12 @ Montréal, Canada

GDC China
12/5 - 12/7 @ Shanghai, China

Asia Game Show 2010
12/24 - 12/27  

GDC 2011
2/28 - 3/4 @ San Francisco, CA

More events...
Quick Stats
102 people currently visiting GDNet.
2406 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!
Link to us Events 4 Gamers
Intel sponsors gamedev.net search:

Creating Virtual Worlds


Afterword - Thanx

I want to thank the fine folks at the TTLG forums (especially the Editor Guild) for all their help. Especially Xarax, Thumper, and Totality proved very valuable.

I do hope someone finds this useful (I certainly have re-invented the wheel, but at least I had fun :-). All your comments, suggestions, criticism or hints are welcome - flames will be forwarded to Dave Null ;)

If you want to use this in a game of your own, or want to add support for a game engine other than the Dark Engine, I certainly want to hear from you. I am looking forward to learning. There remains a lot of work to be done.

Please have the appropriate amount of fun.

Tels

Bibliography, Downloads

Here are some links to get you started:

The CoW homepage
Xarax site
Thief - The Dark Project page
Thief, System Shock forums, Editor Guild
Samples for this tutorial (Download latest CoW BETA, they are included in the dir tutorial/)

Glossary

Dark Engine
    The graphic/level engine from Thief, Thief Gold, Thief II, System Shock II.
Sound room
    A cubicle that wraps around a given piece of terrain and makes you hear footsteps, propagates your and AI/object sound through the world. If two sound rooms overlap, sound travels across the border, no overlap means no sound is traveling. No sound room can contain the center of another sound room.
Cell Room Room Generator Thing Terrain Brush
    Out of brushes the Terrain is generated. Only a limited amount of different brushes (cubes/wedges/cylinders/pyramids/dodecahedron) are available. You can, however, use some logical AND/OR/XOR combinations by using brushes that turn solid into water, or water into air without effecting other types of terrain. This enables you to build some even more complicated setups with fewer brushes.
Objects DromEd Multibrush
    A multibrush consists of Objects and Terrain and is something like a portable part of your level, which can be imported (at least parially) into other levels. CoW can generate VBR files (multibrushes) as well as full MIS (level) files.
Grid Snap



Contents
  Introduction
  What you need
  How it was...
  A single room
  Two rooms
  Three rooms over the edge
  Another brick in the wall
  Doorways to Heaven
  Redefine the world
  Links, routes, etc.
  More ideas
  Afterword

  Printable version
  Discuss this article