Re: [Algorithms] Level Editing
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From: brian h. <bri...@py...> - 2002-09-01 14:28:00
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You should post to the gamedevlists-general mailing list, which is more appropriate forum for this type of question. https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Hi to all! > I have a problem in level editing and I wonder if anyone has any good idea. > Let's say that a game uses models created for example with 3DS Max and that > there are several > changes in the 3d level during the development. For a game (such as a FPS) > there are a lot of other informations > that are needed (such as trigger positions, paths, custom shaders, lights). > Well, every time that a modified level is exported from Max this data is > lost and it needs to be reimported. > I thought about some alternatives but no one seems to me the silver bullet > of level editing (if one exist :)). > > - do all the editing inside 3ds Max > I think programming a plugin like this is not so easy... and what if the > next project uses Maya or Lightwave? > > - merge > Starting from the old level the objects are merged in the new (empty) > level. The problem is that some data are geometry > dependent (eg. shaders, paths) and can be lost or invalid. > > - editor > Build a 3d editor with tools to modify or create the level and provide a > simple interface to import data from Max. > This could be the better choice but it's an huge amount of work and > modellers'll probably complain because 'it's not max'. > > Thank you! > > P.S. > sorry for bad english |