If I understand correctly you will build level geometry with a Scripting language ?
Surely it would be more productive to use one of the excellent existing wysiwyg level builders to create the geometry and leave the scripting to set-up and handle events.
Why are you using an out of date and limited 3d file format like .3ds with no skeletal animation or custom nodes ?
If its a Blitz project then why not use the .b3d format which supports all of Blitz3d's features plus its own custom nodes which allow you to imbed as much custom information about the model into the file itself ?
The Blitz3d .b3d loader loads these nodes as children.
This feature can save you tons of coding separate editors as all level information is held within the .b3d file - start positions,triggers,waypoints,teleports etc.
Hope this doesn't sound too critical and I'm not trying to down anything but using an old 3d format like .3ds is not going to help you at all.
Surely it would be more productive to use one of the excellent existing wysiwyg level builders to create the geometry and leave the scripting to set-up and handle events.
Why are you using an out of date and limited 3d file format like .3ds with no skeletal animation or custom nodes ?
If its a Blitz project then why not use the .b3d format which supports all of Blitz3d's features plus its own custom nodes which allow you to imbed as much custom information about the model into the file itself ?
The Blitz3d .b3d loader loads these nodes as children.
This feature can save you tons of coding separate editors as all level information is held within the .b3d file - start positions,triggers,waypoints,teleports etc.
Hope this doesn't sound too critical and I'm not trying to down anything but using an old 3d format like .3ds is not going to help you at all.