So far I had seen the different tools as more or less separate from each other, only connected by a common look and feel.
This morning, however, I had an idea that might help to connect the tools more tightly. I've already suggested that modeller could be launched from a button of the entity properties in mapedit. In the same way, charedit (once it exists) could be launched from the character tab of the properties dialog and itemedit from the item tab. In turn, charedit would allow to launch dlgedit to create or alter the dialogue assigned to NPCs, and itemedit to create or modify their equipment. That would make mapedit more or less the central application from where all other tools could be reached at need. I could even imagine a "New Model" button that brings up empty modeller. The only tool still sitting all by itself would be questedit, although it has some ties to dlgedit in that dialogues will often query or change quest progress. But so do other scripts tied to items or scenery the player will interact with. Oh, and there is another task that should be part of mapedit. There are the world and time (and maybe even the audio) data files that determine some initial settings for the engine, like which map to load, the current in-game date and the background music to play. A simple GUI to create and modify those files could also be part of mapedit. That way, all tools could still be used an developed independently, but at the same time they'd ensure a smooth workflow if a new character or creature needs be created to be placed on the map, or a new item added to that characters inventory. It will take a little while until all that can be done, but the recent improvements in desktop integration the editors received will certainly aid in the task, as all that really needs to be done is opening a given file with its standard application. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org https://lists.nongnu.org/mailman/listinfo/adonthell-devel