Re: [GD-General] Level Editing
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vexxed72
From: Evan B. <eb...@au...> - 2002-09-04 05:53:07
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> - do all the editing inside 3ds Max So far using Max has worked well for us. We use a plug-in( called the "Populator" ) to create game objects. It is important that you have a general mechanism for creating game objects in Max. Unless you want to script + code every dialogue needed for an exhaustive list of game objects. We also keep the max files in source control, and export fresh game data when necessary. This allows modellers to easy modifiy levels by importing data from other max files. Using Max also allows use of other game related plug-ins, like the Havok exporter. The draw backs with Max approach are as follows: Total system hog: even after it is shut down it slows down gcc builds. Dependency on the poorly documented, sometimes buggy, Max SDK. However, if you build your own editor, it easier to support a MOD community because you can ship it with the game. Evan Bell ev...@ed... www.edgeofreality.com |