This is a step-by-step process to setup a simple game environment for The Zombie Engine, using the 3DS Max Plugin, the Conjurer editor, and the Renaissance game framework. This assumes that you successfully installed a binary or source distribution, and that you have all required libraries and tools.
Opening

You can create a simple level exclusively using the Conjurer editor. To do this, run Conjurer using the shortcut, or with the following command line:

start bin\win32\conjurer.exe -gui outgui:outgui.py

NOTE: you can use the Debug (bin\win32d\conjurer.exe), Release Asserts (bin\win32a\conjurer.exe) or Release (bin\win32\conjurer.exe) configurations, depending on your development state. Generally, The Release Asserts configuration is recommended, for it gives good performance, still checking for data consistency.

When Conjurer will open, you should see something like this:

http://thezombieengine.sourceforge.net/wp-content/uploads/images/conjurer_fresh_start_th.jpg

Conjurer is intended to run in a two-monitor environment, with Conjurer and Summoner running each in its own screen. If you prefer to run it in a single monitor, you can embed the render window (Summoner) in the tool window (Conjurer) using the -embedded parameter in the command line, like this:

start bin\win32\conjurer.exe  -gui outgui:outgui.py -embedded

http://thezombieengine.sourceforge.net/wp-content/uploads/images/conjurer_embedded_th.jpg

Moving around

At startup, Conjurer places you in an empty map. First thing you should do is getting used to navigating in the render window. In this window, you can wander the currently edited level in free camera mode:

    * Press E to turn on the editing mode and with it the grid, so that you have some reference about your position.
    * Hit Alt+G to toggle the Grid while in this mode.
    * Hit Alt+W to toggle single- and multi-viewport mode. When in multiviewport mode, you can select one of four views.
    * Use the ASDW keys to move forward, backwards, and sideways
    * Right-click and move the mouse to look around.
    * Now locate the coordinate axis: this marks the center of the world, the (0,0,0) coordinate. Hit the C to toggle it.

Your first Zombie level

Once you are used to navigating the render window, you need to create a Level. In the Level menu, select New Level…. A fresh, empty level with the name you give it will be created. In our example, this level will be called Sandbox:

http://thezombieengine.sourceforge.net/wp-content/uploads/images/new_level.jpg

Once you have a level, the first thing you should do is to create a terrain. A terrain is used as a container space for all other objects you want to place in your level, including interiors. The Zombie engine was specifically designed to work with Indoor-Outdoor environments. Please refer to [link] Creating an Indoor Level for instructions on how to create a purely indoor map.

Now create a new terrain using New class… in the Terrain menu. This will allow you to create a reusable terrain class that you can use in different levels. The terrain class thus created can have the same name as the Level if you want to. We’ll name our new terrain class Sandboxmap, and set the terrain parameters to the ones specified:

http://thezombieengine.sourceforge.net/wp-content/uploads/images/new_terrain_dialog.jpg

The Create terrain checkbox will automatically create a new terrain of the newly created class. After you do this, a new flat terrain should appear in the render window (turn the camera around in case you are looking in the wrong direction):

http://thezombieengine.sourceforge.net/wp-content/uploads/images/new_terrain_th.jpg

The pink color of the terrain means that it has not been textured yet. But it is a solid terrain nonetheless, as we’ll see soon enough. Move the camera to fly over the terrain using the AWSD keys, and hit F2. A menu screen will appear:

http://thezombieengine.sourceforge.net/wp-content/uploads/images/menu_screen_th.jpg

By hitting Start Game, you’ll move into Game mode. In this mode, you are controlling a player in the world, and can walk across the terrain you just created using the same AWSD keys. You can also jump with the Space key, and not much else until the game has been fully customized to suit your needs. Meanwhile, you can still use this mode to see how a level looks from a player perspective. Hit the ESC key and the Exit option to go back to Editor mode.
Saving your changes

Now all you have to do is save the Level, the Terrain and everything else. The simplest way to do it is to select Save All in the File menu, or the http://thezombieengine.sourceforge.net/wp-content/uploads/images/saveall.jpg button. A dialog will ask you to confirm saving several values. For now, just click Save.

http://thezombieengine.sourceforge.net/wp-content/uploads/images/save_all.jpg

And you’re done! Now you know how to create a simple level with a terrain that will contain all other kinds of game assets. The following tutorials will show you how to make your maps more interesting, but the basic process will always be the same: create classes, add instances of those classes to the current level, and save changes to all edited objects.

Далее: Terrain