Re: [GD-General] Level Editing
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From: <phi...@pl...> - 2002-09-04 19:18:06
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This is pretty much what we do, only with Maya. We're happy with the Maya
SDK, and MEL scripting is very flexible, allowing you to knock up new bits
if UI very quickly . My only concern is that of tying yourself to the
fortunes of one particular package. Fortunately both Max and Maya seem to
be staying the course. I would be interested to hear if there are any other
modelling packages that people have gone down this route with though. Or
indeed, any other tools that people are writing plug-ins for.
Cheers,
Phil
PS Especially if anyone's tied their mast to an open-source package.
"Evan Bell" <eb...@au...>
Sent by: To: <gam...@li...>
gam...@li... cc:
eforge.net Subject: Re: [GD-General] Level Editing
09/03/2002 10:53 PM
> - 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
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