My first mod is off and running, and the first mission of my EZscript campaign appears to work without a hitch.
I used the "Liberty Park" map, edited to position my character, since this is the first mission. For good measure, I added an unused "hero_1" marker in another spot. I also deleted a few unwanted objects from the map.
All of which seems to work fine, but only now it occurs to me: Removing objects creates gaps in the "improbj" number sequence. Is this a no-no? I know that encounter markers are broken if you remove a lower-numbered encounter marker; do objects work the same way? I can't find anything about it in FFedit docs.
If so, can it be fixed by inserting new objects with the same number? Like I said, it seems to work fine at the moment.
One pleasant surprise is that my generated captions still worked after I moved my story file to a mission folder and renamed it "mission.txt". I thought I would have to generate the captions again.
You should be able to add and delete objects to your hearts content with no ill side effects.
It works fine - there's no problem if you delete some of them.
The _impobj_XX objects are just names given by the Max or Maya exporter to instanced objects in the levels as they were made by Irrational.
(IMPorted OBJect I think)
I believe the levels were assembled in MAX by positioning a bunch of referenced meshes together rather than being assembled iun the level editor tools we get to mod with.