Editing Repository Reference/Naming conventions

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{{navigation title|Building a Game}}
 
{{navigation title|Building a Game}}
{{grammar}}
 
Naming conventions are required to keep repository clean and easy to work with. There is some files violating common rules, making them first candidates for the renaming.
 
 
Be sure to follow this conventions when adding new files to the repository.
 
 
 
==Texture names==
 
==Texture names==
Texture name should be one or two words explaining what this texture is for.
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Texture name should contain only latin characters, all lowercase. It should have one or two words explaining what this texture is for. Special texture should be suffixed according to skinframe rules (see [[texture]])
 
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Special textures (normalmaps, glowmaps etc.) should have suffix according to skinframe rules (see [[texture]])
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Name template:
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If there is several variations of this texture, use the following template for naming: '''texturename<group_number>_<texture_number>'''
: texturename''<group_number>''_''<variation_number>''
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Example:
 
Example:
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  textures/towns/brick2_3
 
  textures/towns/brick2_3
 
  textures/towns/brick3_1
 
  textures/towns/brick3_1
 
 
==Material names==
 
==Material names==
Material names should mimic texture names where possible. For portability reasons there should be only forward ('''/''') slashes.
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Material names should mimic texture names where possible. For portability reasons there should be only forward slashes (/).
  
If material is additional variation of a base material, or additional layer of it, it's name should begin as it's base material
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If material is additional variation of a base materia, or additional layer of it, it's name should begin as it's base material
  
 
Example:
 
Example:
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==Texture themes==
 
==Texture themes==
Texture themes is way to categorize textures in map editor. Only one texture theme can be inspected in texture browser at one time. Also it is convenient way to separate files into several folders.
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For convenience materials is grouped into different themes, each theme is subfolder of textures/ and separate list item in texture window of map editor.
  
 
Texture theme should be one word explaining what it will be (like crypt, mausoleum, inn etc.).
 
Texture theme should be one word explaining what it will be (like crypt, mausoleum, inn etc.).
 
Examples:
 
crypt
 
mausoleum
 
dungeon
 
spiritforge
 
town
 
 
 
==Model names==
 
==Model names==
 
Model names can contain lowercase latin characters, numbers and underscore as spacer. Names should be sane, suffixes and numbers should be added only if model is part of some group.
 
Model names can contain lowercase latin characters, numbers and underscore as spacer. Names should be sane, suffixes and numbers should be added only if model is part of some group.
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Examples:
 
Examples:
<font color=green>// Correct</font>
 
 
  models/mapobjects/graveyard/stone1.md3
 
  models/mapobjects/graveyard/stone1.md3
 
  models/mapobjects/graveyard/stone2.md3
 
  models/mapobjects/graveyard/stone2.md3
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  models/mapobjects/misc/bat1.md3
 
  models/mapobjects/misc/bat1.md3
 
  models/mapobjects/misc/bat2.md3
 
  models/mapobjects/misc/bat2.md3
<font color=green>// Wrong</font>
 
models/mapobjects/my models/barrel.md3
 
models/mapobjects/graveyard/stone4.MD3
 
 
 
==Model themes==
 
==Model themes==
Like texture themes, model themes are subfolders in '''models/mapobjects/'''. Model theme name should be one word, explaining what models will be used for.
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Like texture themes, model themes are subfolders in models/mapobjects/. Model theme name should be one word, explaining what models will be used for.
  
 
Examples:
 
Examples:
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  dungeon
 
  dungeon
 
  graveyard
 
  graveyard
 
 
==Map names==
 
==Map names==
Map name contains position of a map location in hierarchy:
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Map name should contain lowercase latin characters and position of a map in hierarchy:
 
* '''World'''  
 
* '''World'''  
** '''Location'''
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** '''Locations'''
*** '''Sub-location''' (optional)
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*** '''Sub-locations'''
Name template:
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Template: '''w'''[''worldnum'']'''m'''[''locationnum'']'''''-'''''[''location_name'']'''-'''[''sub-location_name'']
:w''<worldnum>''m''<locationnum>''-''<location_name>''-''<sub_location_name>''
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If sub-location is grouped (there is several crypts, caves etc.) first one should not have 1 in the end.
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If sub-location is grouped (there is several crypts, caves etc.) first one doesnt contain 1 in the end.
  
 
Examples:  
 
Examples:  
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  w1m2-pillars-crypt
 
  w1m2-pillars-crypt
 
  w1m2-pillars-crypt2
 
  w1m2-pillars-crypt2
 
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Test levels should be prefixed by '''test-'''. They are not added to game release build.
Test levels are special case, they should be prefixed by '''test-'''. Test levels are not added to game release build.
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==Map props==
 
==Map props==
All level props is saved to models/maps/<location_name> folders. Use model names convention to name them.
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All level pros is saved to models/maps/<location_name> folders. Yet again, use same names. For example, name terrain mesh as '''terrain.ase''', not '''02.ase''' or '''terr01b.ase'''.
 
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Example:
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<font color=green>// Correct:</font>
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'''terrain.ase'''
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<font color=green>// Wrong:</font>
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'''02.ase'''
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'''terr01b.ASE'''
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{{navigation footer|}}
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{{navigation footer|Repository structure in-depth}}
{{finished}}
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