I’ve gathered (from a thread here, I think, although I forget which it was) that there is no standard level editor for Panda because of the variation between projects, each having its own desired features - and this makes sense to me.
However, my current project is not intended to be very big, and so I question the wisdom of devoting time to putting together even a hacked editor specifically for this game. On the other hand, placing everything in code, from objects to patrol route nodes, seems a little clumsy to me.
I’ve heard, I think, of using one’s 3D modeller as a level editor - is this a good idea, and if so, how might one go about it? (For editor-specific elements, I’m using Blender 2.46.
I’ve managed to encode a starting position as an empty mesh with the name
“start_pos” (I think that it was), as suggested in a recent thread.
Naturally, I could include enemy starting positions and patrol route nodes as further such empty meshes, but that seems to leave me, in-game, with using “find” to hunt for further nodes to add to a given path. Is there not a simpler way? Perhaps a way to extract vertices from an object found using “find”, allowing me to create a single object containing the full track, in sequence, which could then be deleted after the nodes are extracted?
Objects such as houses and fences I could place in the editor easily enough, but what if I want to instance them? Should I use “find”, removing and instancing any found of a particular object until there are none left?
Finally, what about level logic, such as puzzle solutions? That’s easier to create in code than physical elements, I would say, but it would be nice to keep level editing in one place, and simply place loading code in the game itself.
Finally, in case I’ve missed something, does anyone have any further or better suggestions, and if so, what are they?
My thanks for any and all help given!