I'm trying to make an implementation decision about how best to create content for the game I am making. I would like the "terrain" in the level to have the following format. I could just build the levels in a modeling program and export them as a 3ds. However I think the nature of 3ds is that I would have too many options and create uneven terrain. I would also like to place trees and shurbs on this terrain.
The game it self is intended to run in an applet to I'm trying to keep resources small and downloads fast. I'm thinking that it may be better to create a terrain editor with jpct and save off the terrain into the XML format that jpct supports. I believe I saw a toXML() method on the world object. Then I could export tree/shrub locations in a separate file as a series of x,y coordinates. Trees/shrubs could be placed on the terrain when it is loaded.
Since there will be a number of levels, I want to keep the content creation pipeline as efficient as possible. My question is two fold, is the solution I suggested (creating an editor and using the XML format) legitimate? (is there a better way?). Secondly, is an editor even beneficial? or would I be better off just using a 3d modeler and exporting everything?