Thanks for the responses guys
Let me explain a little more:
Our current project development means that we are currently implementing an internally focused level editor, for use by our development team, and ultimatly to be shipped with our planned title(s).
This tool allows level designers and artists to generate and use new assets in the creation of the level. As a result we have a constantly shifting and expanding collection of assets.
Obviously part of the level editor requires the ability to save and load work, and due to the nature of the dynamic assets, it also needs to maintain relative paths, including those outside of pre-defined 'paths'
I was hoping that within the save settings, would be an option to store the chunk of memory or indeed, the paths to the objects. Hence this topic
One alternative we have considered is to use a hidden model, always within a pre-defined path area, and then once the positions of all assets has been loaded, each of these proxy assets would then be switched to what ever path was stored in one of the model skills....
However, a large percentage of the level editor tool is complete already and this would mean a large amount of thrown away work.
Hope that helps clarify what we are trying to achieve.
The remaining alternative is that save and load would function through the exported level data, instead of the handy .sav files.
TIA for any help and advice