Hierarchical editing.

Hierarchical editing.


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Posted by BitShifter on May 27, 2000 at 18:22:35:

In reply to: Tr3 game engine/editing posted by Kevin on May 27, 2000 at 15:43:41:

: 'Shifter,

: opps! ok, I'm, looking around & can't find an address of yours.
: I'll send you some stuff soon, just email me here at:

: vagrant@post.acadia.net

I have all the previous source codes listing and I also had to make my own lvel-walker to extract all data.

The idea was to edit the data in blocks, the blocks being edited in turn from the one depending on the minimum of others but from which depends much and then down to the next lower level, to finally end up editing the last block which depends on almost everything but from whch none depends.

Each blocks would be defined as that data block wich has few dependencies and whch can be edited without touching these dependencies. Exactly like the texture list. It depends only on the bitmaps but if done first and completely, any editing in the rooms or meshes should not impact it at all.

Is there such a schematic anywhere?




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