Path: chuka.playstation.co.uk!news From: "Nathan Miller" Newsgroups: scea.yaroze.freetalk,scee.yaroze.freetalk.english Subject: Re: World Maker Plans Date: Wed, 9 Jun 1999 12:17:39 -0500 Organization: PlayStation Net Yaroze (SCEE) Lines: 69 Message-ID: <7jm7ml$rqe10@chuka.playstation.co.uk> References: <7jho2m$49v11@chuka.playstation.co.uk> <7jkbt1$rqe9@chuka.playstation.co.uk> NNTP-Posting-Host: 98ACD325.ipt.aol.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: chuka.playstation.co.uk scea.yaroze.freetalk:1424 scee.yaroze.freetalk.english:4168 Mario Wynands wrote Off the top of my head I can think of the following things which might come in handy >- height, texture, colour, surface attributes info for landscape There are plans for all of that! >- collision detection info 3 different types >- lighting/camera info I don't know why I forgot about this! THANKS! >- object position/rotation/scaling info What 3d level editor would be good without it! :-) >- list of required data files e.g. TIM, TMD etc Yup, planned also! >It would probably be an idea to have within World Maker the option to include/exclude each information component from the export. That way if people are only interested in a subset of the functionality World >Maker provides they can easilly exclude the extraneous data. >Alternatively, use english language tokens in the file so people can >skip over stuff when parsing. I look into the subset exports. Shouldn't be that hard, I will just have exclude options in the save box. As for the english tokens, the file is not going to be plain text, but binary. I am going to write a Doc describing the binary file and all of the chucks associated with it. I am doing it this way so that memory is kept to a minimum. The doc will describe everything, so it shouldn't be that hard to write a custom parser if you wanted (one will be included). >You might also want to code a Yaroze level file parsing template which will help people incorporate your format into their projects quickly. I plan on supporting different functions related to the parsing of the file. The first will load the entire level for you, allocating all the memory and initilizing all the variables on its own. Then you will access the objects through Unique IDs, with the supplied functions. The other functions will load the file differently, allowing a little more flexability. Again, documentation will be supplied if the default parsers are not good for your project. Thanks for the input and keep it coming! Nathan >Regards > >Mario > >mario@sidhe.co.nz >www.sidhe.co.nz > >