diff options
Diffstat (limited to 'pipermail/nel/2001-April/000409.html')
-rw-r--r-- | pipermail/nel/2001-April/000409.html | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/pipermail/nel/2001-April/000409.html b/pipermail/nel/2001-April/000409.html new file mode 100644 index 00000000..2e1cae7e --- /dev/null +++ b/pipermail/nel/2001-April/000409.html @@ -0,0 +1,83 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] NeL Status Update?</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:zager%40teleaction.com"> + <LINK REL="Previous" HREF="000408.html"> + <LINK REL="Next" HREF="000410.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] NeL Status Update?</H1> + <B>Dim Segebart</B> + <A HREF="mailto:zager%40teleaction.com" + TITLE="[Nel] NeL Status Update?">zager@teleaction.com</A><BR> + <I>Thu, 19 Apr 2001 14:55:25 +0200</I> + <P><UL> + <LI> Previous message: <A HREF="000408.html">[Nel] NeL Status Update?</A></li> + <LI> Next message: <A HREF="000410.html">[Nel] NeL Status Update?</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#409">[ date ]</a> + <a href="thread.html#409">[ thread ]</a> + <a href="subject.html#409">[ subject ]</a> + <a href="author.html#409">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>E> My game project has gotten to the point where I am ready to start putting the world together, and doing some logic/AI scripting and such. The problem is, I have no idea how the data structure +E> works for NeL, and we still have no access to the 3D Studio plugin that NeL needs for it's textures. + +E> Is there any way I can get an ETA on that 3DS plugin, and detailed documentation of how to structure the data for my world, so NeL will work with it? + +As I noted earlier, IMHO the best solution for all of us, will be open +format of NeL's data files and accompanying stuff. In such a case we +will be free to write converters from our favorite 3D tools XYZ to the NeL +format. But I can predict changes in format of NeL files to extend the +current set of features. Just like DWG file format was always closed +to the most of us and was subject of permanent changes, DXF file format was opened to everyone, so I'm +offer not too stick to the current implementation of NeL's binary file +format, but just invent some formal data format which will be the same for NeL as DXF +is for DWG (let's name it NFF - NelFileFormat). In such a case Nevrax team create translator +from NFF to the internal representation and the people outside the +Nevrax create translator from format XYZ to the NFF. With addition of +new features and other format changes Nevrax make changes to the +NFF2INTERNAL and we make changes to the XYZ2NFF As a consequence of +such a decision Nevrax will be free to change internal stuff without +breaking users world's data and users always can store their data in +some intermediate format. Just imagine the situation. Nevrax add new +really cool features to the game and release new internal file format +with new release of engine. What happen with users worlds which are +incompatible with new version ? I think you may guess ;) +But if along with a new version Nevrax will release a new version of +converter NFF2INTERNAL the problem will be solved. This converter takes +care about all internal changes and user's data will be on-line again +within short period of time. + +What's about standard XML as a basement? :) + +-- +Dim Segebart + +PS. May be I'm completely wrong and Nevrax team has a better +solution? + + + +</pre> + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000408.html">[Nel] NeL Status Update?</A></li> + <LI> Next message: <A HREF="000410.html">[Nel] NeL Status Update?</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#409">[ date ]</a> + <a href="thread.html#409">[ thread ]</a> + <a href="subject.html#409">[ subject ]</a> + <a href="author.html#409">[ author ]</a> + </LI> + </UL> +</body></html> |