Editing Repository Reference/Naming conventions
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{{navigation title|Building a Game}} | {{navigation title|Building a Game}} | ||
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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. | 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. | ||
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==Texture names== | ==Texture names== | ||
− | Texture name should | + | 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]]) |
− | + | ||
− | Special | + | |
− | + | If there is several variations of this texture, use the following template for naming: '''texturename<group_number>_<texture_number>''' | |
− | + | ||
Example: | Example: | ||
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textures/towns/brick2_3 | textures/towns/brick2_3 | ||
textures/towns/brick3_1 | textures/towns/brick3_1 | ||
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==Material names== | ==Material names== | ||
Material names should mimic texture names where possible. For portability reasons there should be only forward ('''/''') slashes. | Material names should mimic texture names where possible. For portability reasons there should be only forward ('''/''') slashes. | ||
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textures/inn/window <font color=green>// base material</font> | textures/inn/window <font color=green>// base material</font> | ||
textures/inn/window_envmap <font color=green>// additional envmap layer</font> | textures/inn/window_envmap <font color=green>// additional envmap layer</font> | ||
+ | |||
+ | {{tip|Material layers are done with copying a mesh in a model, or with q3map_cloneShader material keyword (this only works for map surfaces)}} | ||
==Texture themes== | ==Texture themes== | ||
− | Texture themes is way to categorize textures in map editor. Only one texture theme | + | Texture themes is way to categorize textures in map editor. Only one texture theme are seen in level editor texture browser. Also it is convenient way to break files into several separate folders. |
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.). | ||
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==Model themes== | ==Model themes== | ||
− | Like texture themes, model themes are subfolders in | + | 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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==Map names== | ==Map names== | ||
− | Map name | + | Map name should contain lowercase latin characters and position of a map in hierarchy: |
* '''World''' | * '''World''' | ||
− | ** ''' | + | ** '''Locations''' |
− | *** '''Sub- | + | *** '''Sub-locations''' |
− | + | Template: '''w'''[''worldnum'']'''m'''[''locationnum'']'''''-'''''[''location_name'']'''-'''[''sub-location_name''] | |
− | :w'' | + | |
− | If sub-location is grouped (there is several crypts, caves etc.) first one | + | 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 | ||
− | + | Test levels should be prefixed by '''test-'''. They are not added to game release build. | |
− | Test levels | + | |
==Map props== | ==Map props== | ||
− | All level props is saved to models/maps/<location_name> folders. | + | All level props is saved to models/maps/<location_name> folders. Should use sane names for them. |
Example: | Example: | ||
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<font color=green>// Wrong:</font> | <font color=green>// Wrong:</font> | ||
'''02.ase''' | '''02.ase''' | ||
− | '''terr01b. | + | '''terr01b.ase''' |
− | {{navigation footer| | + | {{navigation footer|Repository structure in-depth}} |
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