[ut2003io] Map editing
adam at luchjenbroers.com
Fri Sep 20 10:07:02 EDT 2002
> And as almost everything gets serialized by tag you can savely move stuff
> around, insert or delete without breaking backward compatibility. Short:
> you don't want to open our binary files in anything but the engine :)
Or UnrealEd I take it. So it's like a compiled format but without a compiler
(you could store the map in a different format but convert it to the actual
map format when you want to test it).
Or is that how you are doing it? I'm a little unclear on this.
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