Naming conventions
Texture names
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)
If there is several variations of this texture, 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 materia, 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
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.).
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:
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
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 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.
Next chapter: Repository structure in-depth
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