Repository Reference/Naming conventions
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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> | ||
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==Texture themes== | ==Texture themes== |
Revision as of 22:19, 9 August 2012
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 name should be one or two words explaining what this texture is for. Special textures (normalmaps, glowmaps etc.) should have suffix according to skinframe rules (see texture)
If texture is a part of some group, use the following template for naming: texturename<group_number>_<texture_number>
Example:
textures/towns/brick1_1 textures/towns/brick1_2 textures/towns/brick1_3 textures/towns/brick2_1 textures/towns/brick2_2 textures/towns/brick2_3 textures/towns/brick3_1
Material names
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
Example:
textures/inn/window // base material textures/inn/window_envmap // additional envmap layer
Texture themes
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.).
Examples:
crypt mausoleum dungeon spiritforge town
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.
Examples:
// Correct models/mapobjects/graveyard/stone1.md3 models/mapobjects/graveyard/stone2.md3 models/mapobjects/graveyard/stone3.md3 models/mapobjects/misc/bat1.md3 models/mapobjects/misc/bat2.md3 // Wrong models/mapobjects/my models/barrel.md3 models/mapobjects/graveyard/stone4.MD3
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.
Examples:
crypt dungeon graveyard
Map names
Map name should contain lowercase latin characters and position of a map in hierarchy:
- World
- Locations
- Sub-locations
- Locations
Template: w[worldnum]m[locationnum]-[location_name]-[sub-location_name]
If sub-location is grouped (there is several crypts, caves etc.) first one doesnt contain 1 in the end.
Examples:
w1m1-cemetery w1m2-pillars-crypt w1m2-pillars-crypt2
Test levels should be prefixed by test-. They are not added to game release build.
Map props
All level props is saved to models/maps/<location_name> folders. Use model names convention to name them.
Example:
// Correct: terrain.ase // Wrong: 02.ase terr01b.ASE